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https://github.com/halpz/re3.git
synced 2025-07-15 05:38:15 +00:00
Use original animation names from VCS
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@ -121,7 +121,7 @@ void CBulletInfo::Update(void)
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if (pPed->DoesLOSBulletHitPed(point)) {
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if (pPed->IsPedInControl() && !pPed->bIsDucking) {
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pPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_SHOT_FRONT_PARTIAL);
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CAnimBlendAssociation* pAnim = CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HITBYGUN_FRONT);
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pAnim->SetBlend(0.0f, 8.0f);
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}
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pPed->InflictDamage(pBullet->m_pSource, pBullet->m_eWeaponType, pBullet->m_nDamage, (ePedPieceTypes)point.pieceB, pPed->GetLocalDirection(pPed->GetPosition() - point.point));
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@ -146,9 +146,9 @@ void CBulletInfo::Update(void)
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if (pPed->GetPedState() == PED_DEAD) {
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CAnimBlendAssociation* pAnim;
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if (RpAnimBlendClumpGetFirstAssociation(pPed->GetClump(), ASSOC_FRONTAL))
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f);
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else
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
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pAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 8.0f);
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if (pAnim) {
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pAnim->SetCurrentTime(0.0f);
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pAnim->flags |= ASSOC_RUNNING;
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@ -473,9 +473,9 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
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victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 3.0f);
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if ( isBat && victimPed->IsPlayer() )
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victimPed->SetFall(3000, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
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victimPed->SetFall(3000, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
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else
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victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
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victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
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shooterPed->m_pSeekTarget = victimPed;
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shooterPed->m_pSeekTarget->RegisterReference(&shooterPed->m_pSeekTarget);
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@ -904,7 +904,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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victimPed->bIsStanding = false;
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victimPed->ApplyMoveForce(posOffset.x*-5.0f, posOffset.y*-5.0f, 5.0f);
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victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
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victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
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victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point->pieceB, localDir);
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}
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@ -917,7 +917,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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{
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victimPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
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ASSERT(asoc!=nil);
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asoc->blendAmount = 0.0f;
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@ -933,7 +933,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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{
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victimPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
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ASSERT(asoc!=nil);
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asoc->blendAmount = 0.0f;
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@ -983,9 +983,9 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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{
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CAnimBlendAssociation *asoc;
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if ( RpAnimBlendClumpGetFirstAssociation(victimPed->GetClump(), ASSOC_FRONTAL) )
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asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT_F, 8.0f);
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asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR_FRONT, 8.0f);
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else
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asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_FLOOR_HIT, 8.0f);
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asoc = CAnimManager::BlendAnimation(victimPed->GetClump(), ASSOCGRP_STD, ANIM_STD_HIT_FLOOR, 8.0f);
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if ( asoc )
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{
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@ -1248,7 +1248,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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victimPed->ApplyMoveForce(posOffset.x*-2.0f, posOffset.y*-2.0f, 0.0f);
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if ( cantStandup )
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victimPed->SetFall(1500, AnimationId(ANIM_KO_SKID_FRONT + localDir), false);
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victimPed->SetFall(1500, AnimationId(ANIM_STD_HIGHIMPACT_FRONT + localDir), false);
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victimPed->InflictDamage(shooter, m_eWeaponType, info->m_nDamage, (ePedPieceTypes)point.pieceB, localDir);
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@ -1719,7 +1719,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
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victimPed->ReactToAttack(FindPlayerPed());
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victimPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
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ASSERT(asoc!=nil);
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asoc->blendAmount = 0.0f;
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asoc->blendDelta = 8.0f;
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@ -2089,7 +2089,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
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victimPed->ClearAttackByRemovingAnim();
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_SHOT_FRONT_PARTIAL + localDir));
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CAnimBlendAssociation *asoc = CAnimManager::AddAnimation(victimPed->GetClump(), ASSOCGRP_STD, AnimationId(ANIM_STD_HITBYGUN_FRONT + localDir));
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ASSERT(asoc!=nil);
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asoc->blendAmount = 0.0f;
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asoc->blendDelta = 8.0f;
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@ -37,8 +37,8 @@ CWeaponInfo::Initialise(void)
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debug("Initialising CWeaponInfo...\n");
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for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
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aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
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aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R;
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aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS;
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aWeaponInfo[i].m_AnimToPlay = ANIM_STD_PUNCH;
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aWeaponInfo[i].m_Anim2ToPlay = ANIM_STD_NUM;
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aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
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}
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debug("Loading weapon data...\n");
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@ -96,7 +96,7 @@ CWeaponInfo::LoadWeaponData(void)
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fireType[0] = '\0';
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fireOffsetY = 0.0f;
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fireOffsetZ = 0.0f;
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animId = ANIM_WALK;
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animId = ANIM_STD_WALK;
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sscanf(
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&line[lp],
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"%s %s %f %d %d %d %d %f %f %f %f %f %f %f %s %s %f %f %f %f %d %d",
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