Use original animation names from VCS
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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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