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https://github.com/halpz/re3.git
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Use our synonyms for attack anims again
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@ -232,25 +232,25 @@ AnimAssocDesc aBikeAnimDescs[] = {
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{ ANIM_BIKE_RIDE_P, ASSOC_DELETEFADEDOUT | ASSOC_DRIVING },
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};
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AnimAssocDesc aMeleeAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
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{ ANIM_ATTACK_EXTRA2, ASSOC_REPEAT },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_MELEE_ATTACK_FINISH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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};
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AnimAssocDesc aSwingAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA2, ASSOC_REPEAT },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_2ND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_ATTACK_START, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_MELEE_IDLE_FIGHTMODE, ASSOC_REPEAT },
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{ ANIM_MELEE_ATTACK_FINISH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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};
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AnimAssocDesc aWeaponAnimDescs[] = {
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{ ANIM_ATTACK_1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_EXTRA2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ATTACK_3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_FIRE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_CROUCHFIRE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_RELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_WEAPON_FIRE_3RD, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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};
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AnimAssocDesc aMedicAnimDescs[] = {
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{ ANIM_MEDIC_CPR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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@ -241,6 +241,22 @@ enum AnimationId
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ANIM_ATTACK_EXTRA2,
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ANIM_ATTACK_3,
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// our synonyms... because originals are hard to understand
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ANIM_WEAPON_FIRE = ANIM_ATTACK_1,
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ANIM_WEAPON_CROUCHFIRE,
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ANIM_WEAPON_FIRE_2ND = ANIM_WEAPON_CROUCHFIRE,
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ANIM_WEAPON_RELOAD,
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ANIM_WEAPON_CROUCHRELOAD,
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ANIM_WEAPON_FIRE_3RD,
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ANIM_THROWABLE_THROW = ANIM_ATTACK_1,
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ANIM_THROWABLE_THROWU,
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ANIM_THROWABLE_START_THROW,
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ANIM_MELEE_ATTACK = ANIM_ATTACK_1,
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ANIM_MELEE_ATTACK_2ND,
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ANIM_MELEE_ATTACK_START,
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ANIM_MELEE_IDLE_FIGHTMODE,
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ANIM_MELEE_ATTACK_FINISH,
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ANIM_SUNBATHE_IDLE,
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ANIM_SUNBATHE_DOWN,
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ANIM_SUNBATHE_UP,
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