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Shared: Add extra defines for different reload types
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1 changed files with 29 additions and 23 deletions
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@ -138,29 +138,33 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
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#define W_CUSTOM4 73
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#define BASE_FRAME 1
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#define FIRE_START 2
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#define FIRE_END 3
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#define RELOAD_START 4
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#define RELOAD_END 5
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#define SPRINT_IN_START 12
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#define SPRINT_IN_END 13
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#define SPRINT_START 10
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#define SPRINT_END 11
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#define SPRINT_OUT_START 14
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#define SPRINT_OUT_END 15
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#define TAKE_OUT_START 16
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#define TAKE_OUT_END 17
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#define PUT_OUT_START 18
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#define PUT_OUT_END 19
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#define RELOAD_CANCEL 20
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#define AIM_IN_START 30
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#define AIM_IN_END 31
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#define AIM_LOOP 33
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#define AIM_OUT_START 34
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#define AIM_OUT_END 35
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#define AIM_FIRE_START 36
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#define AIM_FIRE_END 37
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#define BASE_FRAME 1 // The frame the Weapon idles at
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#define FIRE_START 2 // Start of firing animation
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#define FIRE_END 3 // End of firing animation
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#define RELOAD_START 4 // Start of normal (one-way) reloads
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#define RELOAD_END 5 // End of normal (one-way) reloads
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#define RELOAD_EMPTY_START 6 // Start of empty reloading
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#define RELOAD_EMPTY_END 7 // End of empty reloading
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#define RELOAD_PART_START 8 // Start of partial full reloading
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#define RELOAD_PART_END 9 // End of partial full reloading
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#define SPRINT_IN_START 12 // Start of preparation to sprint
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#define SPRINT_IN_END 13 // End of preparation to sprint
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#define SPRINT_START 10 // Start of sprint loop
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#define SPRINT_END 11 // End of sprint loop
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#define SPRINT_OUT_START 14 // Start of sprint stop
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#define SPRINT_OUT_END 15 // End of sprint stop
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#define TAKE_OUT_START 16 // Start of taking out weapon
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#define TAKE_OUT_END 17 // End of taking out weapon
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#define PUT_OUT_START 18 // Start of putting away weapon
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#define PUT_OUT_END 19 // End of putting away weapon
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#define RELOAD_CANCEL 20 // Frame where mag variable is filled
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#define AIM_IN_START 30 // Start of animation-based ADS
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#define AIM_IN_END 31 // End of animation-based ADS
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#define AIM_LOOP 33 // ADS stuck loop frame
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#define AIM_OUT_START 34 // Start of ADS end
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#define AIM_OUT_END 35 // End of ADS end
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#define AIM_FIRE_START 36 // Start of firing while ADS
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#define AIM_FIRE_END 37 // End of firing while ADS
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//Animation types
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#define RELOAD 1
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@ -173,6 +177,8 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
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#define PERK 8
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#define KNIFE2 9
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#define REVIVE 10
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#define RELOAD_EMP 11
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#define RELOAD_PAR 12
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#define S_HEADSHOT 1
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#define S_KNIFE 2
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