void onThrowCompleteCallback(int frameIndex)
{
float seconds = MathHelper.Lerp(
MIN_THROW_DELAY, MAX_THROW_DELAY,
(flungAtCharge - minCharge) / (maxCharge - minCharge));
G.state.DoInSeconds(seconds, () => {
if(!hurt && !Dead) {
play("throwReturn");
animation.reset();
}
});
}