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use og names (#1501)
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+44
-44
@@ -335,50 +335,50 @@ typedef enum PlayerAnimType {
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} PlayerAnimType;
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typedef enum PlayerAnimGroup {
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/* 0 */ PLAYER_ANIMGROUP_0, // STANDING_IDLE
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/* 1 */ PLAYER_ANIMGROUP_1, // WALKING
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/* 2 */ PLAYER_ANIMGROUP_2, // RUNNING
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/* 3 */ PLAYER_ANIMGROUP_3,
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/* 4 */ PLAYER_ANIMGROUP_4,
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/* 5 */ PLAYER_ANIMGROUP_5, // Z-Targeting ?
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/* 6 */ PLAYER_ANIMGROUP_6, // Start or finishing some animation
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/* 7 */ PLAYER_ANIMGROUP_7, // DRAW_MELEE_WEAPON
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/* 8 */ PLAYER_ANIMGROUP_8, // OPEN_DOOR_LEFT_FIERCE_DEITY
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/* 9 */ PLAYER_ANIMGROUP_9, // OPEN_DOOR_LEFT_HUMAN
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/* 10 */ PLAYER_ANIMGROUP_10, // OPEN_DOOR_RIGHT_FIERCE_DEITY
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/* 11 */ PLAYER_ANIMGROUP_11, // OPEN_DOOR_RIGHT_HUMAN
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/* 12 */ PLAYER_ANIMGROUP_12, // GRABBING
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/* 13 */ PLAYER_ANIMGROUP_13, // FALLING/LANDING?
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/* 14 */ PLAYER_ANIMGROUP_14, // landing from short distances?
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/* 15 */ PLAYER_ANIMGROUP_15, // ROLLING
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/* 16 */ PLAYER_ANIMGROUP_16, // BONK/BONKING
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/* 17 */ PLAYER_ANIMGROUP_17,
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/* 18 */ PLAYER_ANIMGROUP_18,
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/* 19 */ PLAYER_ANIMGROUP_19, // START_SHIELDING
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/* 20 */ PLAYER_ANIMGROUP_20, // SHIELDING
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/* 21 */ PLAYER_ANIMGROUP_21, // STOP_SHIELDING/END_SHIELDING
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/* 22 */ PLAYER_ANIMGROUP_22, // SLOW_SIDE_WALK?
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/* 23 */ PLAYER_ANIMGROUP_23, // SIDE_WALK
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/* 24 */ PLAYER_ANIMGROUP_24, // SIDE_WALK_RIGHT
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/* 25 */ PLAYER_ANIMGROUP_25,
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/* 26 */ PLAYER_ANIMGROUP_26,
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/* 27 */ PLAYER_ANIMGROUP_27,
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/* 28 */ PLAYER_ANIMGROUP_28, // THROWING
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/* 29 */ PLAYER_ANIMGROUP_29, // PUT_DOWN_OBJECT?
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/* 30 */ PLAYER_ANIMGROUP_30, // back walking slow?
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/* 31 */ PLAYER_ANIMGROUP_31,
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/* 32 */ PLAYER_ANIMGROUP_32,
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/* 33 */ PLAYER_ANIMGROUP_33,
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/* 34 */ PLAYER_ANIMGROUP_34, // PULLING_START
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/* 35 */ PLAYER_ANIMGROUP_35, // PULLING
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/* 36 */ PLAYER_ANIMGROUP_36, // PULLING_END
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/* 37 */ PLAYER_ANIMGROUP_37, // climbing from a ledge?
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/* 38 */ PLAYER_ANIMGROUP_38, // ledge
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/* 39 */ PLAYER_ANIMGROUP_39, // ledge
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/* 40 */ PLAYER_ANIMGROUP_40, // climbing from a ledge
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/* 41 */ PLAYER_ANIMGROUP_41,
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/* 42 */ PLAYER_ANIMGROUP_42,
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/* 43 */ PLAYER_ANIMGROUP_43,
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/* 0 */ PLAYER_ANIMGROUP_wait, // STANDING_IDLE
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/* 1 */ PLAYER_ANIMGROUP_walk, // WALKING
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/* 2 */ PLAYER_ANIMGROUP_run, // RUNNING
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/* 3 */ PLAYER_ANIMGROUP_damage_run,
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/* 4 */ PLAYER_ANIMGROUP_waitL,
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/* 5 */ PLAYER_ANIMGROUP_waitR, // Z-Targeting ?
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/* 6 */ PLAYER_ANIMGROUP_wait2waitR, // Start or finishing some animation
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/* 7 */ PLAYER_ANIMGROUP_normal2fighter, // DRAW_MELEE_WEAPON
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/* 8 */ PLAYER_ANIMGROUP_doorA_free, // OPEN_DOOR_LEFT_FIERCE_DEITY
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/* 9 */ PLAYER_ANIMGROUP_doorA, // OPEN_DOOR_LEFT_HUMAN
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/* 10 */ PLAYER_ANIMGROUP_doorB_free, // OPEN_DOOR_RIGHT_FIERCE_DEITY
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/* 11 */ PLAYER_ANIMGROUP_doorB, // OPEN_DOOR_RIGHT_HUMAN
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/* 12 */ PLAYER_ANIMGROUP_carryB, // GRABBING
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/* 13 */ PLAYER_ANIMGROUP_landing, // FALLING/LANDING?
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/* 14 */ PLAYER_ANIMGROUP_short_landing, // landing from short distances?
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/* 15 */ PLAYER_ANIMGROUP_landing_roll, // ROLLING
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/* 16 */ PLAYER_ANIMGROUP_hip_down, // BONK/BONKING
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/* 17 */ PLAYER_ANIMGROUP_walk_endL,
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/* 18 */ PLAYER_ANIMGROUP_walk_endR,
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/* 19 */ PLAYER_ANIMGROUP_defense, // START_SHIELDING
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/* 20 */ PLAYER_ANIMGROUP_defense_wait, // SHIELDING
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/* 21 */ PLAYER_ANIMGROUP_defense_end, // STOP_SHIELDING/END_SHIELDING
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/* 22 */ PLAYER_ANIMGROUP_side_walk, // SLOW_SIDE_WALK?
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/* 23 */ PLAYER_ANIMGROUP_side_walkL, // SIDE_WALK
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/* 24 */ PLAYER_ANIMGROUP_side_walkR, // SIDE_WALK_RIGHT
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/* 25 */ PLAYER_ANIMGROUP_45_turn,
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/* 26 */ PLAYER_ANIMGROUP_waitL2wait,
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/* 27 */ PLAYER_ANIMGROUP_waitR2wait,
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/* 28 */ PLAYER_ANIMGROUP_throw, // THROWING
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/* 29 */ PLAYER_ANIMGROUP_put, // PUT_DOWN_OBJECT?
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/* 30 */ PLAYER_ANIMGROUP_back_walk, // back walking slow?
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/* 31 */ PLAYER_ANIMGROUP_check,
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/* 32 */ PLAYER_ANIMGROUP_check_wait,
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/* 33 */ PLAYER_ANIMGROUP_check_end,
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/* 34 */ PLAYER_ANIMGROUP_pull_start, // PULLING_START
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/* 35 */ PLAYER_ANIMGROUP_pulling, // PULLING
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/* 36 */ PLAYER_ANIMGROUP_pull_end, // PULLING_END
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/* 37 */ PLAYER_ANIMGROUP_fall_up, // climbing from a ledge?
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/* 38 */ PLAYER_ANIMGROUP_jump_climb_hold, // ledge
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/* 39 */ PLAYER_ANIMGROUP_jump_climb_wait, // ledge
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/* 40 */ PLAYER_ANIMGROUP_jump_climb_up, // climbing from a ledge
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/* 41 */ PLAYER_ANIMGROUP_down_slope_slip_end,
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/* 42 */ PLAYER_ANIMGROUP_up_slope_slip_end,
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/* 43 */ PLAYER_ANIMGROUP_nwait,
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/* 44 */ PLAYER_ANIMGROUP_MAX
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} PlayerAnimGroup;
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