	~Eval A_Player_Movement_Mode  = _PMM_Spinning		;Set the player to spinning mode

	~Eval A_Player_VP_YPan       -= c_Player_SpinOffset	;Perform the vp offset immediately also so that it takes effect this frame, because input was taken after the sentry combines the two offsets

	#_StateSwitch(Chr)					;Use the player's path mode to determine in which direction the player should be offset so that the spinning mode's boundaries still correspond with the path he was following in standing mode
	:A_Player_Path_Mode							;(Chr0)
	:   4									;There are 4 possible path modes
	:  +1									;(State 0) Floor
	:  +3									;(State 1) Right Wall
	:  +5									;(State 2) Ceiling
	:  +7									;(State 3) Left Wall

		;;;
		;Floor
		;;;
		~Eval A_Player_Y_Pos += c_Player_SpinOffset	;Offset the player Y position to account for the size difference, toward a floor
		#_GoTo						;Offset done, skip past the other states
		:  +6

		;;;
		;Right Wall
		;;;
		~Eval A_Player_X_Pos += c_Player_SpinOffset	;Offset the player X position to account for the size difference, toward a right wall
		#_GoTo						;Offset done, skip past the other states
		:  +4

		;;;
		;Ceiling
		;;;
		~Eval A_Player_Y_Pos -= c_Player_SpinOffset	;Offset the player Y position to account for the size difference, toward a ceiling
		#_GoTo						;Offset done, skip past the other states
		:  +2

		;;;
		;Left Wall
		;;;
		~Eval A_Player_X_Pos -= c_Player_SpinOffset	;Offset the player X position to account for the size difference, toward a left wall
