ducking & anim fix
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@@ -237,14 +237,14 @@ AnimAssocDesc aMeleeAnimDescs[] = {
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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 | ASSOC_NOWALK },
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{ ANIM_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
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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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};
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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_WEAPON_CROUCHRELOAD, ASSOC_REPEAT }, // TODO(Miami): Overload that name for melee/swing
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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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};
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AnimAssocDesc aWeaponAnimDescs[] = {
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@@ -1006,6 +1006,7 @@ CAnimManager::UncompressAnimation(CAnimBlendHierarchy *hier)
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if(link == nil){
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ms_animCache.tail.prev->item->RemoveUncompressedData();
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ms_animCache.Remove(ms_animCache.tail.prev);
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ms_animCache.tail.prev->item->linkPtr = nil;
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link = ms_animCache.Insert(hier);
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}
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hier->linkPtr = link;
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