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R to freeroam, idle anims, weapon and cam enum fix
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@ -14,7 +14,7 @@ enum {
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ASSOC_HAS_TRANSLATION = 0x40,
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ASSOC_HAS_X_TRANSLATION = 0x80, // for 2d velocity extraction
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ASSOC_WALK = 0x100, // for CPed::PlayFootSteps(void)
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ASSOC_FLAG_XPRESS = 0x200, // only used by xpress scratch, see CPed::Chat(void)
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ASSOC_IDLE = 0x200, // only xpress scratch has it by default, but game adds it to player's idle animations later
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ASSOC_NOWALK = 0x400, // see CPed::PlayFootSteps(void)
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ASSOC_BLOCK = 0x800, // unused in assoc description, blocks other anims from being played
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ASSOC_FRONTAL = 0x1000, // anims that we fall to front
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@ -174,7 +174,7 @@ AnimAssocDesc aStdAnimDescs[] = {
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{ ANIM_FALL_FRONT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
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{ ANIM_EV_STEP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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{ ANIM_EV_DIVE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
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{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_FLAG_XPRESS },
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{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_IDLE },
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{ ANIM_ROAD_CROSS, ASSOC_REPEAT | ASSOC_PARTIAL },
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{ ANIM_TURN_180, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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{ ANIM_ARREST_GUN, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
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