Use original animation names from VCS
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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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