Don't play casting animations for enchantments
Use time values for the aniamtion's start, stop, and loop points

This seems to be closer to the expected behavior. This more cleanly handles 0-
length animations, especially where the start marker comes after the stop
marker while still being on the same time key.
Say something from the "hit" dialog topic when losing health
Play a swish sound when attacking
Handle the "land" soundgen type