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Use original animation names from VCS
This commit is contained in:
parent
2d2625bf75
commit
97351ad2c2
26 changed files with 1289 additions and 1291 deletions
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@ -2,256 +2,256 @@
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enum AnimationId
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{
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ANIM_WALK,
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ANIM_RUN,
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ANIM_SPRINT,
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ANIM_IDLE_STANCE,
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ANIM_WALK_START,
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ANIM_RUN_STOP,
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ANIM_RUN_STOP_R,
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ANIM_IDLE_CAM,
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ANIM_IDLE_HBHB,
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ANIM_IDLE_TIRED,
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ANIM_IDLE_ARMED,
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ANIM_IDLE_CHAT,
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ANIM_IDLE_TAXI,
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ANIM_KO_SHOT_FRONT1,
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ANIM_KO_SHOT_FRONT2,
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ANIM_KO_SHOT_FRONT3,
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ANIM_KO_SHOT_FRONT4,
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ANIM_KO_SHOT_FACE,
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ANIM_KO_SHOT_STOM,
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ANIM_KO_SHOT_ARML,
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ANIM_KO_SHOT_ARMR,
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ANIM_KO_SHOT_LEGL,
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ANIM_KO_SHOT_LEGR,
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ANIM_KD_LEFT,
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ANIM_KD_RIGHT,
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ANIM_KO_SKID_FRONT,
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ANIM_KO_SPIN_R, // named left in VC
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ANIM_KO_SKID_BACK,
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ANIM_KO_SPIN_L, // named right in VC
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ANIM_SHOT_FRONT_PARTIAL,
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ANIM_SHOT_LEFT_PARTIAL,
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ANIM_SHOT_BACK_PARTIAL,
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ANIM_SHOT_RIGHT_PARTIAL,
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ANIM_HIT_FRONT,
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ANIM_HIT_LEFT,
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ANIM_HIT_BACK,
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ANIM_HIT_RIGHT,
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ANIM_FLOOR_HIT,
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ANIM_HIT_BODYBLOW,
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ANIM_HIT_CHEST,
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ANIM_HIT_HEAD,
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ANIM_HIT_WALK,
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ANIM_HIT_WALL,
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ANIM_FLOOR_HIT_F,
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ANIM_HIT_BEHIND,
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ANIM_FIGHT_IDLE,
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ANIM_FIGHT2_IDLE,
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ANIM_FIGHT_SH_F,
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ANIM_FIGHT_BODYBLOW,
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ANIM_FIGHT_HEAD,
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ANIM_FIGHT_KICK,
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ANIM_FIGHT_KNEE,
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ANIM_FIGHT_LHOOK,
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ANIM_FIGHT_PUNCH,
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ANIM_FIGHT_ROUNDHOUSE,
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ANIM_FIGHT_LONGKICK,
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ANIM_FIGHT_PPUNCH,
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ANIM_STD_WALK,
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ANIM_STD_RUN,
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ANIM_STD_RUNFAST,
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ANIM_STD_IDLE,
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ANIM_STD_STARTWALK,
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ANIM_STD_RUNSTOP1,
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ANIM_STD_RUNSTOP2,
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ANIM_STD_IDLE_CAM,
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ANIM_STD_IDLE_HBHB,
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ANIM_STD_IDLE_TIRED,
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ANIM_STD_IDLE_BIGGUN,
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ANIM_STD_CHAT,
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ANIM_STD_HAILTAXI,
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ANIM_STD_KO_FRONT,
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ANIM_STD_KO_LEFT,
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ANIM_STD_KO_BACK,
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ANIM_STD_KO_RIGHT,
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ANIM_STD_KO_SHOT_FACE,
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ANIM_STD_KO_SHOT_STOMACH,
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ANIM_STD_KO_SHOT_ARM_L,
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ANIM_STD_KO_SHOT_ARM_R,
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ANIM_STD_KO_SHOT_LEG_L,
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ANIM_STD_KO_SHOT_LEG_R,
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ANIM_STD_SPINFORWARD_LEFT,
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ANIM_STD_SPINFORWARD_RIGHT,
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ANIM_STD_HIGHIMPACT_FRONT,
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ANIM_STD_HIGHIMPACT_LEFT,
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ANIM_STD_HIGHIMPACT_BACK,
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ANIM_STD_HIGHIMPACT_RIGHT,
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ANIM_STD_HITBYGUN_FRONT,
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ANIM_STD_HITBYGUN_LEFT,
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ANIM_STD_HITBYGUN_BACK,
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ANIM_STD_HITBYGUN_RIGHT,
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ANIM_STD_HIT_FRONT,
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ANIM_STD_HIT_LEFT,
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ANIM_STD_HIT_BACK,
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ANIM_STD_HIT_RIGHT,
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ANIM_STD_HIT_FLOOR,
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ANIM_FIGHT_JAB,
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ANIM_FIGHT_ELBOW_L,
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ANIM_FIGHT_ELBOW_R,
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ANIM_FIGHT_BKICK_L,
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ANIM_FIGHT_BKICK_R,
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/* names made up */
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ANIM_STD_HIT_BODYBLOW,
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ANIM_STD_HIT_CHEST,
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ANIM_STD_HIT_HEAD,
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ANIM_STD_HIT_WALK,
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/**/
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ANIM_BOMBER,
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ANIM_PUNCH_R,
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ANIM_FIGHT_PPUNCH2,
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ANIM_KICK_FLOOR,
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ANIM_STD_HIT_WALL,
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ANIM_STD_HIT_FLOOR_FRONT,
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ANIM_STD_HIT_BEHIND,
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ANIM_STD_FIGHT_IDLE,
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ANIM_STD_FIGHT_2IDLE,
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ANIM_STD_FIGHT_SHUFFLE_F,
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ANIM_WEAPON_THROWU,
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ANIM_FIGHT_SH_BACK,
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/* names made up */
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ANIM_STD_FIGHT_BODYBLOW,
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ANIM_STD_FIGHT_HEAD,
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ANIM_STD_FIGHT_KICK,
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ANIM_STD_FIGHT_KNEE,
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ANIM_STD_FIGHT_LHOOK,
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ANIM_STD_FIGHT_PUNCH,
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ANIM_STD_FIGHT_ROUNDHOUSE,
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ANIM_STD_FIGHT_LONGKICK,
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/**/
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ANIM_CAR_JACKED_RHS,
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ANIM_CAR_LJACKED_RHS,
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ANIM_CAR_JACKED_LHS,
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ANIM_CAR_LJACKED_LHS,
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ANIM_CAR_QJACK,
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ANIM_CAR_QJACKED,
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ANIM_CAR_ALIGN_LHS,
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ANIM_CAR_ALIGNHI_LHS,
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ANIM_CAR_OPEN_LHS,
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ANIM_CAR_DOORLOCKED_LHS,
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ANIM_CAR_PULLOUT_LHS,
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ANIM_CAR_PULLOUT_LOW_LHS,
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ANIM_CAR_GETIN_LHS,
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ANIM_CAR_GETIN_LOW_LHS,
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ANIM_CAR_CLOSEDOOR_LHS,
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ANIM_CAR_CLOSEDOOR_LOW_LHS,
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ANIM_CAR_ROLLDOOR,
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ANIM_CAR_ROLLDOOR_LOW,
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ANIM_CAR_JUMPIN_LHS,
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ANIM_CAR_GETOUT_LHS,
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ANIM_CAR_GETOUT_LOW_LHS,
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ANIM_CAR_CLOSE_LHS,
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ANIM_CAR_ALIGN_RHS,
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ANIM_CAR_ALIGNHI_RHS,
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ANIM_CAR_OPEN_RHS,
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ANIM_CAR_DOORLOCKED_RHS,
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ANIM_CAR_PULLOUT_RHS,
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ANIM_CAR_PULLOUT_LOW_RHS,
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ANIM_CAR_GETIN_RHS,
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ANIM_CAR_GETIN_LOW_RHS,
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ANIM_CAR_CLOSEDOOR_RHS,
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ANIM_CAR_CLOSEDOOR_LOW_RHS,
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ANIM_CAR_SHUFFLE_RHS,
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ANIM_CAR_LSHUFFLE_RHS,
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ANIM_CAR_SIT,
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ANIM_CAR_LSIT,
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ANIM_CAR_SITP,
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ANIM_CAR_SITPLO,
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ANIM_DRIVE_L,
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ANIM_DRIVE_R,
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ANIM_DRIVE_LOW_L,
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ANIM_DRIVE_LOW_R,
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ANIM_DRIVEBY_L,
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ANIM_DRIVEBY_R,
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ANIM_DRIVEBY_LOW_L,
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ANIM_DRIVEBY_LOW_R,
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ANIM_CAR_LB,
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ANIM_DRIVE_BOAT,
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ANIM_DRIVE_BOAT_L,
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ANIM_DRIVE_BOAT_R,
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ANIM_BOAT_LB,
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ANIM_STD_PARTIAL_PUNCH,
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ANIM_BIKE_PICKUP_R,
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ANIM_BIKE_PICKUP_L,
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ANIM_BIKE_PULLUP_R,
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ANIM_BIKE_PULLUP_L,
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ANIM_BIKE_ELBOW_R,
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ANIM_BIKE_ELBOW_L,
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ANIM_BIKE_FALL_OFF,
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ANIM_BIKE_FALL_R,
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/* names made up */
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ANIM_STD_FIGHT_JAB,
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ANIM_STD_FIGHT_ELBOW_L,
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ANIM_STD_FIGHT_ELBOW_R,
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ANIM_STD_FIGHT_BKICK_L,
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ANIM_STD_FIGHT_BKICK_R,
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/**/
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ANIM_CAR_GETOUT_RHS,
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ANIM_CAR_GETOUT_LOW_RHS,
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ANIM_CAR_CLOSE_RHS,
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ANIM_CAR_HOOKERTALK,
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ANIM_STD_DETONATE,
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ANIM_STD_PUNCH,
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ANIM_STD_PARTIALPUNCH,
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ANIM_STD_KICKGROUND,
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ANIM_TRAIN_GETIN,
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ANIM_TRAIN_GETOUT,
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ANIM_STD_THROW_UNDER,
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ANIM_STD_FIGHT_SHUFFLE_B,
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ANIM_CAR_CRAWLOUT_RHS,
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ANIM_CAR_CRAWLOUT_RHS2,
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ANIM_CAR_ROLLOUT_LHS,
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ANIM_CAR_ROLLOUT_RHS,
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ANIM_STD_JACKEDCAR_RHS,
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ANIM_STD_JACKEDCAR_LO_RHS,
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ANIM_STD_JACKEDCAR_LHS,
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ANIM_STD_JACKEDCAR_LO_LHS,
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ANIM_STD_QUICKJACK,
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ANIM_STD_QUICKJACKED,
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ANIM_STD_CAR_ALIGN_DOOR_LHS,
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ANIM_STD_CAR_ALIGNHI_DOOR_LHS,
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ANIM_STD_CAR_OPEN_DOOR_LHS,
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ANIM_STD_CARDOOR_LOCKED_LHS,
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ANIM_STD_CAR_PULL_OUT_PED_LHS,
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ANIM_STD_CAR_PULL_OUT_PED_LO_LHS,
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ANIM_STD_CAR_GET_IN_LHS,
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ANIM_STD_CAR_GET_IN_LO_LHS,
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ANIM_STD_CAR_CLOSE_DOOR_LHS,
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ANIM_STD_CAR_CLOSE_DOOR_LO_LHS,
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ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS,
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ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS,
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ANIM_STD_CAR_JUMP_IN_LO_LHS,
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ANIM_STD_GETOUT_LHS,
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ANIM_STD_GETOUT_LO_LHS,
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ANIM_STD_CAR_CLOSE_LHS,
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ANIM_STD_CAR_ALIGN_DOOR_RHS,
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ANIM_STD_CAR_ALIGNHI_DOOR_RHS,
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ANIM_STD_CAR_OPEN_DOOR_RHS,
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ANIM_STD_CARDOOR_LOCKED_RHS,
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ANIM_STD_CAR_PULL_OUT_PED_RHS,
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ANIM_STD_CAR_PULL_OUT_PED_LO_RHS,
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ANIM_STD_CAR_GET_IN_RHS,
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ANIM_STD_CAR_GET_IN_LO_RHS,
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ANIM_STD_CAR_CLOSE_DOOR_RHS,
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ANIM_STD_CAR_CLOSE_DOOR_LO_RHS,
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ANIM_STD_CAR_SHUFFLE_RHS,
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ANIM_STD_CAR_SHUFFLE_LO_RHS,
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ANIM_STD_CAR_SIT,
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ANIM_STD_CAR_SIT_LO,
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ANIM_STD_CAR_SIT_P,
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ANIM_STD_CAR_SIT_P_LO,
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ANIM_STD_CAR_DRIVE_LEFT,
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ANIM_STD_CAR_DRIVE_RIGHT,
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ANIM_STD_CAR_DRIVE_LEFT_LO,
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ANIM_STD_CAR_DRIVE_RIGHT_LO,
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ANIM_STD_CAR_DRIVEBY_LEFT,
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ANIM_STD_CAR_DRIVEBY_RIGHT,
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ANIM_STD_CAR_DRIVEBY_LEFT_LO,
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ANIM_STD_CAR_DRIVEBY_RIGHT_LO,
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ANIM_STD_CAR_LOOKBEHIND,
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ANIM_STD_BOAT_DRIVE,
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ANIM_STD_BOAT_DRIVE_LEFT,
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ANIM_STD_BOAT_DRIVE_RIGHT,
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ANIM_STD_BOAT_LOOKBEHIND,
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ANIM_GETUP1,
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ANIM_GETUP2,
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ANIM_GETUP3,
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ANIM_GETUP_FRONT,
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ANIM_JUMP_LAUNCH,
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ANIM_JUMP_GLIDE,
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ANIM_JUMP_LAND,
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ANIM_FALL_FALL,
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ANIM_FALL_GLIDE,
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ANIM_FALL_LAND,
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ANIM_FALL_COLLAPSE,
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ANIM_FALL_BACK,
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ANIM_FALL_FRONT,
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ANIM_STD_BIKE_PICKUP_LHS,
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ANIM_STD_BIKE_PICKUP_RHS,
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ANIM_STD_BIKE_PULLUP_LHS,
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ANIM_STD_BIKE_PULLUP_RHS,
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ANIM_STD_BIKE_ELBOW_LHS,
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ANIM_STD_BIKE_ELBOW_RHS,
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ANIM_STD_BIKE_FALLOFF,
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ANIM_STD_BIKE_FALLBACK,
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ANIM_EV_STEP,
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ANIM_EV_DIVE,
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ANIM_XPRESS_SCRATCH,
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ANIM_ROAD_CROSS,
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ANIM_TURN_180,
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ANIM_ARREST_GUN,
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ANIM_DROWN,
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ANIM_DUCK_DOWN,
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ANIM_DUCK_LOW,
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ANIM_STD_GETOUT_RHS,
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ANIM_STD_GETOUT_LO_RHS,
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ANIM_STD_CAR_CLOSE_RHS,
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ANIM_STD_CAR_HOOKERTALK,
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ANIM_WEAPON_CROUCH,
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ANIM_STD_TRAIN_GETIN,
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ANIM_STD_TRAIN_GETOUT,
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ANIM_RBLOCK_CSHOOT,
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ANIM_HANDSUP,
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ANIM_HANDSCOWER,
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ANIM_FUCKU,
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ANIM_PHONE_IN,
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ANIM_PHONE_OUT,
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ANIM_PHONE_TALK,
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ANIM_STD_CRAWLOUT_LHS,
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ANIM_STD_CRAWLOUT_RHS,
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ANIM_STD_ROLLOUT_LHS,
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ANIM_STD_ROLLOUT_RHS,
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ANIM_SEAT_DOWN,
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ANIM_SEAT_UP,
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ANIM_SEAT_IDLE,
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ANIM_SEAT_DOWN2,
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ANIM_ATM,
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ANIM_ABSEIL,
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ANIM_STD_GET_UP,
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ANIM_STD_GET_UP_LEFT,
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ANIM_STD_GET_UP_RIGHT,
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ANIM_STD_GET_UP_FRONT,
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ANIM_STD_JUMP_LAUNCH,
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ANIM_STD_JUMP_GLIDE,
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ANIM_STD_JUMP_LAND,
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ANIM_STD_FALL,
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ANIM_STD_FALL_GLIDE,
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ANIM_STD_FALL_LAND,
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ANIM_STD_FALL_COLLAPSE,
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ANIM_STD_FALL_ONBACK,
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ANIM_STD_FALL_ONFRONT,
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NUM_STD_ANIMS,
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ANIM_STD_EVADE_STEP,
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ANIM_STD_EVADE_DIVE,
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ANIM_STD_XPRESS_SCRATCH,
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ANIM_STD_ROADCROSS,
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ANIM_STD_TURN180,
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ANIM_STD_ARREST,
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ANIM_STD_DROWN,
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ANIM_STD_DUCK_DOWN,
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ANIM_STD_DUCK_LOW,
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ANIM_VAN_OPEN_L,
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ANIM_VAN_GETIN_L,
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ANIM_VAN_CLOSE_L,
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ANIM_VAN_GETOUT_L,
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ANIM_VAN_OPEN,
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ANIM_VAN_GETIN,
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ANIM_VAN_CLOSE,
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ANIM_VAN_GETOUT,
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ANIM_STD_DUCK_WEAPON,
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ANIM_COACH_OPEN_L,
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ANIM_COACH_OPEN_R,
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ANIM_COACH_IN_L,
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ANIM_COACH_IN_R,
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ANIM_COACH_OUT_L,
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ANIM_STD_RBLOCK_SHOOT,
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ANIM_STD_HANDSUP,
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ANIM_STD_HANDSCOWER,
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ANIM_STD_PARTIAL_FUCKU,
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ANIM_STD_PHONE_IN,
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ANIM_STD_PHONE_OUT,
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ANIM_STD_PHONE_TALK,
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ANIM_STD_SEAT_DOWN,
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ANIM_STD_SEAT_UP,
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ANIM_STD_SEAT_IDLE,
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ANIM_STD_SEAT_RVRS,
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ANIM_STD_ATM,
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ANIM_STD_ABSEIL,
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ANIM_STD_NUM,
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ANIM_STD_VAN_OPEN_DOOR_REAR_LHS,
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ANIM_STD_VAN_GET_IN_REAR_LHS,
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ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS,
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ANIM_STD_VAN_GET_OUT_REAR_LHS,
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ANIM_STD_VAN_OPEN_DOOR_REAR_RHS,
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ANIM_STD_VAN_GET_IN_REAR_RHS,
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ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS,
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ANIM_STD_VAN_GET_OUT_REAR_RHS,
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ANIM_STD_COACH_OPEN_LHS,
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ANIM_STD_COACH_OPEN_RHS,
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ANIM_STD_COACH_GET_IN_LHS,
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ANIM_STD_COACH_GET_IN_RHS,
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ANIM_STD_COACH_GET_OUT_LHS,
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ANIM_BIKE_RIDE,
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ANIM_BIKE_STILL,
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ANIM_BIKE_READY,
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ANIM_BIKE_LEFT,
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ANIM_BIKE_RIGHT,
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ANIM_BIKE_BACK,
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ANIM_BIKE_FWD,
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ANIM_BIKE_PUSHES,
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ANIM_BIKE_JUMPON_R,
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ANIM_BIKE_JUMPON_L,
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ANIM_BIKE_LEANB,
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||||
ANIM_BIKE_LEANF,
|
||||
ANIM_BIKE_WALKBACK,
|
||||
ANIM_BIKE_JUMPON_LHS,
|
||||
ANIM_BIKE_JUMPON_RHS,
|
||||
ANIM_BIKE_KICK,
|
||||
ANIM_BIKE_HIT,
|
||||
ANIM_BIKE_GETOFF_RHS,
|
||||
ANIM_BIKE_GETOFF_LHS,
|
||||
ANIM_BIKE_GETOFF_RHS,
|
||||
ANIM_BIKE_GETOFF_BACK,
|
||||
ANIM_BIKE_DRIVEBY_RHS,
|
||||
ANIM_BIKE_DRIVEBY_LHS,
|
||||
ANIM_BIKE_DRIVEBY_FT,
|
||||
ANIM_BIKE_PASSENGER,
|
||||
ANIM_BIKE_DRIVEBY_RHS,
|
||||
ANIM_BIKE_DRIVEBY_FORWARD,
|
||||
ANIM_BIKE_RIDE_P,
|
||||
|
||||
ANIM_WEAPON_FIRE,
|
||||
ANIM_WEAPON_CROUCHFIRE,
|
||||
ANIM_WEAPON_RELOAD,
|
||||
ANIM_WEAPON_CROUCHRELOAD,
|
||||
ANIM_WEAPON_SPECIAL,
|
||||
ANIM_MELEE_ATTACK = ANIM_WEAPON_FIRE,
|
||||
ANIM_MELEE_ATTACK_2ND,
|
||||
ANIM_MELEE_ATTACK_START,
|
||||
ANIM_MELEE_IDLE_FIGHTMODE,
|
||||
ANIM_MELEE_ATTACK_FINISH,
|
||||
ANIM_THROWABLE_THROW = ANIM_WEAPON_FIRE,
|
||||
ANIM_THROWABLE_THROWU,
|
||||
ANIM_THROWABLE_START_THROW,
|
||||
ANIM_WEAPON_FIRE_2ND = ANIM_WEAPON_CROUCHFIRE,
|
||||
ANIM_WEAPON_FIRE_3RD = ANIM_WEAPON_SPECIAL,
|
||||
ANIM_ATTACK_1,
|
||||
ANIM_ATTACK_2,
|
||||
ANIM_ATTACK_EXTRA1,
|
||||
ANIM_ATTACK_EXTRA2,
|
||||
ANIM_ATTACK_3,
|
||||
|
||||
ANIM_SUNBATHE,
|
||||
ANIM_SUNBATHE_IDLE,
|
||||
ANIM_SUNBATHE_DOWN,
|
||||
ANIM_SUNBATHE_UP,
|
||||
ANIM_SUNBATHE_ESCAPE,
|
||||
|
||||
ANIM_CPR,
|
||||
ANIM_MEDIC_CPR,
|
||||
|
||||
ANIM_IDLE_STRETCH,
|
||||
ANIM_IDLE_TIME,
|
||||
ANIM_IDLE_SHOULDER,
|
||||
ANIM_IDLE_STRETCH_LEG,
|
||||
ANIM_PLAYER_IDLE1,
|
||||
ANIM_PLAYER_IDLE2,
|
||||
ANIM_PLAYER_IDLE3,
|
||||
ANIM_PLAYER_IDLE4,
|
||||
|
||||
ANIM_RIOT_ANGRY,
|
||||
ANIM_RIOT_ANGRY_B,
|
||||
|
@ -259,7 +259,7 @@ enum AnimationId
|
|||
ANIM_RIOT_PUNCHES,
|
||||
ANIM_RIOT_SHOUT,
|
||||
ANIM_RIOT_CHALLENGE,
|
||||
ANIM_RIOT_FUKU,
|
||||
ANIM_RIOT_FUCKYOU,
|
||||
|
||||
ANIM_STRIP_A,
|
||||
ANIM_STRIP_B,
|
||||
|
@ -268,6 +268,4 @@ enum AnimationId
|
|||
ANIM_STRIP_E,
|
||||
ANIM_STRIP_F,
|
||||
ANIM_STRIP_G,
|
||||
|
||||
NUM_ANIMS
|
||||
};
|
Loading…
Add table
Add a link
Reference in a new issue