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VC fighting, Peds, many fixes including ghost bikes
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@ -238,14 +238,14 @@ AnimAssocDesc aMeleeAnimDescs[] = {
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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_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION }, // TODO(Miami): Overload that name for melee/swing
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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_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_WEAPON_SPECIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL }, // TODO(Miami): Overload that name for melee/swing
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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_WEAPON_FIRE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
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@ -234,6 +234,7 @@ enum AnimationId
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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_THROWABLE_THROW = ANIM_WEAPON_FIRE,
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ANIM_THROWABLE_THROWU,
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ANIM_THROWABLE_START_THROW,
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