1. Between start playing next animation and after the first one is finished, i need to make some preparation think. It takes very little time, some lines of code. But entity has time to blink. Entity has lot of sprites and there are lot of entities

. I could do a static last frame sprite for each of them, but it would take LOT of time, so i though may be we could do some option in sprite, like "leave last frame as default" or something like that, which would do all this work automatically. It would be really great.
2. I wrote some kind of internal language for easy programming of entity's behaviour. It like assembler:
play ANIMATION
loop N times
jmp LABEL (goto label)
je LABEL (goto if entity's property is set).
jne LABEL (goto if entity's property is not set)
and so on
call some_method <= here i need to call external entity's method, and name of function is operation's parameter.
i've implemented it with ApplyEvent with following infinite loop. which waits a semaphore from object, so this is not a really nececcary think.

The first question really gives me trouble
