Use original animation names from VCS
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@ -206,7 +206,7 @@ CPlayerPed::MakeChangesForNewWeapon(int8 weapon)
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void
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CPlayerPed::ReApplyMoveAnims(void)
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{
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static AnimationId moveAnims[] = { ANIM_WALK, ANIM_RUN, ANIM_SPRINT, ANIM_IDLE_STANCE, ANIM_WALK_START };
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static AnimationId moveAnims[] = { ANIM_STD_WALK, ANIM_STD_RUN, ANIM_STD_RUNFAST, ANIM_STD_IDLE, ANIM_STD_STARTWALK };
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for(int i = 0; i < ARRAY_SIZE(moveAnims); i++) {
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CAnimBlendAssociation *curMoveAssoc = RpAnimBlendClumpGetAssociation(GetClump(), moveAnims[i]);
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@ -262,13 +262,13 @@ CPlayerPed::SetInitialState(void)
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void
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CPlayerPed::SetRealMoveAnim(void)
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{
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CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK);
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CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN);
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CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
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CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_WALK_START);
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CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_STANCE);
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CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP);
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CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN_STOP_R);
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CAnimBlendAssociation *curWalkAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_WALK);
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CAnimBlendAssociation *curRunAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUN);
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CAnimBlendAssociation *curSprintAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNFAST);
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CAnimBlendAssociation *curWalkStartAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_STARTWALK);
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CAnimBlendAssociation *curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE);
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CAnimBlendAssociation *curRunStopAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP1);
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CAnimBlendAssociation *curRunStopRAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_RUNSTOP2);
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if (bResetWalkAnims) {
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if (curWalkAssoc)
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curWalkAssoc->SetCurrentTime(0.0f);
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@ -280,9 +280,9 @@ CPlayerPed::SetRealMoveAnim(void)
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}
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
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if (!curIdleAssoc)
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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curIdleAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
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if (!((curRunStopAssoc && curRunStopAssoc->IsRunning()) || (curRunStopRAssoc && curRunStopRAssoc->IsRunning()))) {
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@ -301,10 +301,10 @@ CPlayerPed::SetRealMoveAnim(void)
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 8.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 8.0f);
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} else {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 8.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 8.0f);
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}
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
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}
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@ -315,25 +315,25 @@ CPlayerPed::SetRealMoveAnim(void)
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if (!curIdleAssoc) {
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if (m_fCurrentStamina < 0.0f && !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f,
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nil, true, false, false, false, false, false)) {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
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} else {
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
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curIdleAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
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}
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m_nWaitTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(2500, 4000);
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}
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if (m_fCurrentStamina > 0.0f && curIdleAssoc->animId == ANIM_IDLE_TIRED) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
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if (m_fCurrentStamina > 0.0f && curIdleAssoc->animId == ANIM_STD_IDLE_TIRED) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
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} else if (m_nPedState != PED_FIGHT) {
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if (m_fCurrentStamina < 0.0f && curIdleAssoc->animId != ANIM_IDLE_TIRED
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if (m_fCurrentStamina < 0.0f && curIdleAssoc->animId != ANIM_STD_IDLE_TIRED
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&& !CWorld::TestSphereAgainstWorld(GetPosition(), 0.5f, nil, true, false, false, false, false, false)) {
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_TIRED, 4.0f);
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE_TIRED, 4.0f);
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} else if (curIdleAssoc->animId != ANIM_IDLE_STANCE) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_IDLE_STANCE, 4.0f);
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} else if (curIdleAssoc->animId != ANIM_STD_IDLE) {
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CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_IDLE, 4.0f);
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}
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}
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m_nMoveState = PEDMOVE_STILL;
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@ -344,7 +344,7 @@ CPlayerPed::SetRealMoveAnim(void)
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curWalkStartAssoc->blendAmount = 1.0f;
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curWalkStartAssoc->blendDelta = 0.0f;
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} else {
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curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_WALK_START);
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curWalkStartAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_STARTWALK);
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}
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if (curWalkAssoc)
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curWalkAssoc->SetCurrentTime(0.0f);
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@ -352,8 +352,8 @@ CPlayerPed::SetRealMoveAnim(void)
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curRunAssoc->SetCurrentTime(0.0f);
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delete curIdleAssoc;
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_IDLE_TIRED);
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FIGHT_IDLE);
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_IDLE_TIRED);
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delete RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FIGHT_IDLE);
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delete curSprintAssoc;
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curSprintAssoc = nil;
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@ -368,11 +368,11 @@ CPlayerPed::SetRealMoveAnim(void)
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RestoreHeadingRate();
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}
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if (!curWalkAssoc) {
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curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_WALK);
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curWalkAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_WALK);
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curWalkAssoc->blendAmount = 0.0f;
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}
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if (!curRunAssoc) {
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curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_RUN);
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curRunAssoc = CAnimManager::AddAnimation(GetClump(), m_animGroup, ANIM_STD_RUN);
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curRunAssoc->blendAmount = 0.0f;
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}
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if (curWalkStartAssoc && !(curWalkStartAssoc->IsRunning())) {
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@ -399,9 +399,9 @@ CPlayerPed::SetRealMoveAnim(void)
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if (m_fMoveSpeed < 0.4f) {
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AnimationId runStopAnim;
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if (curSprintAssoc->currentTime / curSprintAssoc->hierarchy->totalLength < 0.5) // double
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runStopAnim = ANIM_RUN_STOP;
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runStopAnim = ANIM_STD_RUNSTOP1;
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else
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runStopAnim = ANIM_RUN_STOP_R;
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runStopAnim = ANIM_STD_RUNSTOP2;
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CAnimBlendAssociation* newRunStopAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, runStopAnim);
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newRunStopAssoc->blendAmount = 1.0f;
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newRunStopAssoc->SetDeleteCallback(RestoreHeadingRateCB, this);
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@ -444,7 +444,7 @@ CPlayerPed::SetRealMoveAnim(void)
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// Transition between run-sprint
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curWalkAssoc->blendAmount = 0.0f;
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curRunAssoc->blendAmount = 1.0f;
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curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_SPRINT, 2.0f);
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curSprintAssoc = CAnimManager::BlendAnimation(GetClump(), m_animGroup, ANIM_STD_RUNFAST, 2.0f);
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}
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UseSprintEnergy();
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} else {
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@ -539,14 +539,14 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
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void
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CPlayerPed::RunningLand(CPad *padUsed)
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{
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CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_LAND);
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CAnimBlendAssociation *landAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_FALL_LAND);
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if (landAssoc && landAssoc->currentTime == 0.0f && m_fMoveSpeed > 1.5f
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&& padUsed && (padUsed->GetPedWalkLeftRight() != 0.0f || padUsed->GetPedWalkUpDown() != 0.0f)) {
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landAssoc->blendDelta = -1000.0f;
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landAssoc->flags |= ASSOC_DELETEFADEDOUT;
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CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
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CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_JUMP_LAND)->SetFinishCallback(FinishJumpCB, this);
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if (m_nPedState == PED_JUMP)
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RestorePreviousState();
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@ -1009,7 +1009,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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TheCamera.SetNewPlayerWeaponMode(CCam::MODE_M16_1STPERSON, 0, 0);
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m_fMoveSpeed = 0.0f;
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_IDLE_STANCE, 1000.0f);
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_IDLE, 1000.0f);
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}
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if (GetWeapon()->m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || GetWeapon()->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE
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|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_M16_1STPERSON)
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@ -1280,24 +1280,24 @@ CPlayerPed::ProcessControl(void)
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}
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if (m_nPedState == PED_DRIVING && m_objective != OBJECTIVE_LEAVE_CAR) {
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if (m_pMyVehicle->IsCar() && ((CAutomobile*)m_pMyVehicle)->Damage.GetDoorStatus(DOOR_FRONT_LEFT) == DOOR_STATUS_SWINGING) {
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CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR);
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CAnimBlendAssociation *rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
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if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_CAR_ROLLDOOR_LOW))) {
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if (m_pMyVehicle->m_nGettingOutFlags & CAR_DOOR_FLAG_LF || rollDoorAssoc || (rollDoorAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS))) {
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if (rollDoorAssoc)
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m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
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m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
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} else {
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// These comparisons are wrong, they return uint16
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if (padUsed && (padUsed->GetAccelerate() != 0.0f || padUsed->GetSteeringLeftRight() != 0.0f || padUsed->GetBrake() != 0.0f)) {
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if (rollDoorAssoc)
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m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_CAR_ROLLDOOR, rollDoorAssoc->currentTime);
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m_pMyVehicle->ProcessOpenDoor(CAR_DOOR_LF, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, rollDoorAssoc->currentTime);
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} else {
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m_pMyVehicle->m_nGettingOutFlags |= CAR_DOOR_FLAG_LF;
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if (m_pMyVehicle->bLowVehicle)
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR_LOW);
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS);
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else
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_CAR_ROLLDOOR);
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rollDoorAssoc = CAnimManager::AddAnimation(GetClump(), ASSOCGRP_STD, ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS);
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rollDoorAssoc->SetFinishCallback(PedAnimDoorCloseRollingCB, this);
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}
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