local LD = require("design.LevelDesignLibrary")
function BreakRelicRoom()
  GameObjects.Boss_Fist_building_break.Child:PlayAnimToEnd()
end
function ResetRelicRoom()
  GameObjects.Boss_Fist_building_break.Child:PlayAnimToFrame(0, -30)
end
function BreakSlingshotWall()
  GameObjects.baldur_slingshot_break.Child:PlayAnimToEnd()
  GameObjects.stn_snow_plow.Child:PlayAnimToEnd()
end
function ResetSlingshotWall()
  GameObjects.baldur_slingshot_break.Child:PlayAnimToFrame(0, -30)
  GameObjects.stn_snow_plow.Child:PlayAnimToFrame(0, -30)
end
function SpawnHealthFromBreakable(level, obj)
  local spawnArgs = {
    SpawnObject = "golootGenericHealthRune",
    OffsetPosition = obj:GetWorldPosition() + engine.Vector.New(0, 1, 0),
    CullDistance = 100
  }
  obj:SpawnGameObject(spawnArgs)
end
function StartLight_HandDrop()
  GameObjects.Stn920_HandDrop_Cine:JumpAnimToPercent(0)
end
function StartLight_HandLift()
  GameObjects.Stn920_HammerLift_Cine:JumpAnimToPercent(0)
end
function Rocks_Broken_01()
  GameObjects.skirt01_SC:PlayAnimToEnd(2)
end
function Rocks_Broken_04()
  GameObjects.skirt04_SC:PlayAnimToEnd(2)
end
function Rocks_Broken_06()
  GameObjects.skirt06_SC:PlayAnimToEnd(2)
end
