more traces.
Fixed name of light-instance. Still does not fix the fireball spawning problem.
frozen fireballs.
Gave fireball a number. Light has the same number as the fireball.
Handling light in fireball. Still the same problem xD
  gotoAndPlay not   gotoAndStop for light.
yay - fixed the buggy fireball code by replacing "this.getNextHighestDepth()" with "this.number" in fireball.as respectively "nextFireBallNumber" in the player.as file. turned on infinite mana and changed some other fireballvars.
started animating player death, up is done.  changed player.as to make moving after death impossible. added some functionality to the spikes (script is still inside the fla, including an "onClipEvent")
animated plate_death_right, organized filestructure inside the .fla a bit.
flying_skull now deals/recieves damage.
changed hand attackscripts to incoporate the body_hit naming scheme for body hitboxes. changed baby script to trigger head explosion on death. increased size of players body_hit.
removed some redundancy out of the player animations and script. player getting damage now properly uses the "Hit" function in the player script (used the second one that was still in the player script before, which fucked up blink_red for the player. might have to move this function out of health.as or introduce a enemytype variable later to incorporate different blink_reds for different kinds of mobs to properly set x and y coordinates of the animation (is kinda off for the baby and the flying_skull right now). changed blink_red depth from 200 to "getNextHighestDepth()".
Added helper-function for collision with the player-body. some formatting changes.
Reordered filestructure within fla a bit too:
- Moved plate_animations into Player/Animations
- Moved traps into Environment