Use our synonyms for attack anims again
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@@ -1015,16 +1015,16 @@ public:
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static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
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return ANIM_ATTACK_3;
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return ANIM_WEAPON_FIRE_3RD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
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if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
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return ANIM_ATTACK_2;
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return ANIM_WEAPON_CROUCHFIRE;
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else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
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return ANIM_ATTACK_3;
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return ANIM_WEAPON_FIRE_3RD;
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else if (kickFloorIfNone)
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return ANIM_STD_KICKGROUND;
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else
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@@ -1035,54 +1035,54 @@ public:
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if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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return ANIM_STD_DETONATE;
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else
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return ANIM_ATTACK_1;
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return ANIM_WEAPON_FIRE;
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}
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static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_ATTACK_EXTRA2;
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return ANIM_WEAPON_CROUCHRELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
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return ANIM_ATTACK_2;
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return ANIM_WEAPON_CROUCHFIRE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_WEAPON_RELOAD;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_FIGHTMODE))
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return ANIM_ATTACK_EXTRA2;
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_FINISH_3RD))
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return ANIM_ATTACK_3;
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return ANIM_MELEE_ATTACK_FINISH;
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else
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return (AnimationId)0;
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}
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
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return ANIM_ATTACK_2; // or ANIM_MELEE_ATTACK_2ND
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return ANIM_WEAPON_FIRE_2ND;
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else
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return (AnimationId)0;
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}
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static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
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if (weapon->IsFlagSet(WEAPONFLAG_PARTIALATTACK))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_MELEE_ATTACK_START;
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else
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return (AnimationId)0;
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}
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@@ -1090,7 +1090,7 @@ public:
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static AnimationId GetThrowAnim(CWeaponInfo *weapon)
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{
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if (weapon->IsFlagSet(WEAPONFLAG_THROW))
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return ANIM_ATTACK_EXTRA1;
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return ANIM_THROWABLE_START_THROW;
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else
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return (AnimationId)0;
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}
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