Use original animation names from VCS
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@@ -3091,8 +3091,8 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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float speed = DotProduct(m_vecMoveSpeed, GetForward());
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if(!CPad::GetPad(pad)->GetExitVehicle() ||
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pDriver && pDriver->m_pVehicleAnim && (pDriver->m_pVehicleAnim->animId == ANIM_CAR_ROLLOUT_LHS ||
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pDriver->m_pVehicleAnim->animId == ANIM_CAR_ROLLOUT_RHS))
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pDriver && pDriver->m_pVehicleAnim && (pDriver->m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_LHS ||
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pDriver->m_pVehicleAnim->animId == ANIM_STD_ROLLOUT_RHS))
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bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake();
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else
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bIsHandbrakeOn = true;
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@@ -3874,11 +3874,11 @@ CAutomobile::DoDriveByShootings(void)
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lookingRight = true;
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}
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AnimationId rightAnim = ANIM_DRIVEBY_R;
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AnimationId leftAnim = ANIM_DRIVEBY_L;
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AnimationId rightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT;
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AnimationId leftAnim = ANIM_STD_CAR_DRIVEBY_LEFT;
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if (pDriver->m_pMyVehicle->bLowVehicle) {
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rightAnim = ANIM_DRIVEBY_LOW_R;
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leftAnim = ANIM_DRIVEBY_LOW_L;
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rightAnim = ANIM_STD_CAR_DRIVEBY_RIGHT_LO;
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leftAnim = ANIM_STD_CAR_DRIVEBY_LEFT_LO;
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}
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if(lookingLeft || lookingRight){
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@@ -3917,11 +3917,11 @@ CAutomobile::DoDriveByShootings(void)
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// TODO: what is this?
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if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
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m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_LF, NUM_STD_ANIMS, m_weaponDoorTimerLeft);
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ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_NUM, m_weaponDoorTimerLeft);
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}
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if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
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m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_RF, NUM_STD_ANIMS, m_weaponDoorTimerRight);
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ProcessOpenDoor(CAR_DOOR_RF, ANIM_STD_NUM, m_weaponDoorTimerRight);
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}
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}
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@@ -4640,55 +4640,55 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
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return;
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switch(anim){
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case ANIM_CAR_QJACK:
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case ANIM_CAR_OPEN_LHS:
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case ANIM_CAR_OPEN_RHS:
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case ANIM_STD_QUICKJACK:
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case ANIM_STD_CAR_OPEN_DOOR_LHS:
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case ANIM_STD_CAR_OPEN_DOOR_RHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.41f, 0.89f);
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break;
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case ANIM_CAR_CLOSEDOOR_LHS:
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case ANIM_CAR_CLOSEDOOR_LOW_LHS:
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case ANIM_CAR_CLOSEDOOR_RHS:
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case ANIM_CAR_CLOSEDOOR_LOW_RHS:
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case ANIM_STD_CAR_CLOSE_DOOR_LHS:
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case ANIM_STD_CAR_CLOSE_DOOR_LO_LHS:
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case ANIM_STD_CAR_CLOSE_DOOR_RHS:
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case ANIM_STD_CAR_CLOSE_DOOR_LO_RHS:
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ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.45f);
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break;
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case ANIM_CAR_ROLLDOOR:
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case ANIM_CAR_ROLLDOOR_LOW:
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case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS:
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case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS:
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ProcessDoorOpenCloseAnimation(this, component, door, time, 0.1f, 0.6f, 0.95f);
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break;
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case ANIM_CAR_GETOUT_LHS:
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case ANIM_CAR_GETOUT_LOW_LHS:
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case ANIM_CAR_GETOUT_RHS:
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case ANIM_CAR_GETOUT_LOW_RHS:
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case ANIM_STD_GETOUT_LHS:
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case ANIM_STD_GETOUT_LO_LHS:
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case ANIM_STD_GETOUT_RHS:
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case ANIM_STD_GETOUT_LO_RHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.06f, 0.43f);
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break;
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case ANIM_CAR_CLOSE_LHS:
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case ANIM_CAR_CLOSE_RHS:
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case ANIM_STD_CAR_CLOSE_LHS:
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case ANIM_STD_CAR_CLOSE_RHS:
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ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f);
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break;
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case ANIM_CAR_PULLOUT_RHS:
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case ANIM_CAR_PULLOUT_LOW_RHS:
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case ANIM_STD_CAR_PULL_OUT_PED_RHS:
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case ANIM_STD_CAR_PULL_OUT_PED_LO_RHS:
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OpenDoor(component, door, 1.0f);
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break;
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case ANIM_COACH_OPEN_L:
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case ANIM_COACH_OPEN_R:
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case ANIM_STD_COACH_OPEN_LHS:
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case ANIM_STD_COACH_OPEN_RHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.66f, 0.8f);
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break;
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case ANIM_COACH_OUT_L:
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case ANIM_STD_COACH_GET_OUT_LHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.0f, 0.3f);
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break;
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case ANIM_VAN_OPEN_L:
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case ANIM_VAN_OPEN:
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case ANIM_STD_VAN_OPEN_DOOR_REAR_LHS:
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case ANIM_STD_VAN_OPEN_DOOR_REAR_RHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.37f, 0.55f);
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break;
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case ANIM_VAN_CLOSE_L:
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case ANIM_VAN_CLOSE:
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case ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS:
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case ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS:
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ProcessDoorCloseAnimation(this, component, door, time, 0.5f, 0.8f);
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break;
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case ANIM_VAN_GETOUT_L:
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case ANIM_VAN_GETOUT:
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case ANIM_STD_VAN_GET_OUT_REAR_LHS:
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case ANIM_STD_VAN_GET_OUT_REAR_RHS:
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ProcessDoorOpenAnimation(this, component, door, time, 0.5f, 0.6f);
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break;
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case NUM_STD_ANIMS:
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case ANIM_STD_NUM:
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OpenDoor(component, door, time);
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break;
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}
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@@ -5821,13 +5821,13 @@ CAutomobile::CloseAllDoors(void)
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void
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CAutomobile::KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped)
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{
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AnimationId anim = ANIM_KO_SHOT_FRONT1;
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AnimationId anim = ANIM_STD_KO_FRONT;
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if(ped == nil)
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return;
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ped->m_vehDoor = door;
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ped->SetPedState(PED_IDLE);
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CAnimManager::BlendAnimation(ped->GetClump(), ped->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(ped->GetClump(), ped->m_animGroup, ANIM_STD_IDLE, 100.0f);
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CPed::PedSetOutCarCB(nil, ped);
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ped->SetMoveState(PEDMOVE_STILL);
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if(GetUp().z < 0.0f)
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@@ -5840,14 +5840,14 @@ CAutomobile::KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped)
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case WEAPONTYPE_UNIDENTIFIED:
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ped->m_vecMoveSpeed = m_vecMoveSpeed;
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ped->m_pCollidingEntity = this;
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anim = NUM_STD_ANIMS;
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anim = ANIM_STD_NUM;
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break;
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case WEAPONTYPE_BASEBALLBAT:
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case WEAPONTYPE_RAMMEDBYCAR:
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case WEAPONTYPE_FALL:
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ped->m_vecMoveSpeed = m_vecMoveSpeed;
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anim = ANIM_KD_LEFT;
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anim = ANIM_STD_SPINFORWARD_LEFT;
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ApplyMoveForce(4.0f*GetUp() + 8.0f*GetRight());
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break;
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}
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