Browse Source

Merge remote-tracking branch 'origin/miami' into lcs

# Conflicts:
#	.github/workflows/reLCS_msvc_amd64.yml
#	.github/workflows/reLCS_msvc_x86.yml
#	README.md
#	gamefiles/TEXT/american.gxt
#	gamefiles/TEXT/french.gxt
#	gamefiles/TEXT/german.gxt
#	gamefiles/TEXT/italian.gxt
#	gamefiles/TEXT/spanish.gxt
#	premake5.lua
#	src/animation/AnimManager.cpp
#	src/animation/AnimationId.h
#	src/audio/MusicManager.cpp
#	src/audio/audio_enums.h
#	src/control/Script7.cpp
#	src/core/FileLoader.cpp
#	src/core/re3.cpp
#	src/extras/custompipes_d3d9.cpp
#	src/extras/custompipes_gl.cpp
#	src/extras/postfx.cpp
#	src/extras/shaders/colourfilterVC.frag
#	src/extras/shaders/colourfilterVC_PS.hlsl
#	src/extras/shaders/make_hlsl.cmd
#	src/extras/shaders/obj/colourfilterVC_PS.cso
#	src/extras/shaders/obj/colourfilterVC_PS.inc
#	src/extras/shaders/obj/colourfilterVC_frag.inc
#	src/peds/PedFight.cpp
#	src/render/Font.cpp
#	src/render/Hud.cpp
#	src/render/Particle.cpp
#	src/render/WaterCannon.cpp
#	src/skel/win/gtavc.ico
#	src/vehicles/Automobile.cpp
#	utils/gxt/american.txt
#	utils/gxt/french.txt
#	utils/gxt/german.txt
#	utils/gxt/italian.txt
#	utils/gxt/spanish.txt
lcs
Sergeanur 2 years ago
parent
commit
e38467ef3a
  1. 13
      .github/pull_request_template.md
  2. 16
      .github/workflows/reLCS_msvc_amd64.yml
  3. 17
      .github/workflows/reLCS_msvc_x86.yml
  4. 4
      .gitignore
  5. 4
      CMakeLists.txt
  6. 193
      README.md
  7. 284
      cmake/GetGitRevisionDescription.cmake
  8. 43
      cmake/GetGitRevisionDescription.cmake.in
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      gamefiles/gamecontrollerdb.txt
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      gamefiles/models/frontend_ds2.txd
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      gamefiles/models/frontend_ds3.txd
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      gamefiles/models/frontend_ds4.txd
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      gamefiles/models/frontend_x360.txd
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      gamefiles/models/ps3btns.txd
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      gamefiles/models/x360btns.txd
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      logo.png
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      logo.svg
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      premake5.lua
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      printHash.bat
  22. 12
      printHash.sh
  23. 7
      src/CMakeLists.txt
  24. 444
      src/animation/AnimManager.cpp
  25. 482
      src/animation/AnimationId.h
  26. 14
      src/audio/AudioLogic.cpp
  27. 503
      src/audio/MusicManager.cpp
  28. 26
      src/audio/MusicManager.h
  29. 2
      src/audio/audio_enums.h
  30. 56
      src/audio/oal/channel.cpp
  31. 6
      src/audio/oal/channel.h
  32. 90
      src/audio/oal/stream.cpp
  33. 5
      src/audio/oal/stream.h
  34. 82
      src/audio/sampman_oal.cpp
  35. 14
      src/audio/soundlist.h
  36. 21
      src/collision/Collision.cpp
  37. 2
      src/control/CarCtrl.cpp
  38. 8
      src/control/Garages.cpp
  39. 2
      src/control/PathFind.cpp
  40. 8
      src/control/PathFind.h
  41. 10
      src/control/Phones.cpp
  42. 7
      src/control/Pickups.cpp
  43. 20
      src/control/Replay.cpp
  44. 2
      src/control/Script.cpp
  45. 4
      src/control/Script4.cpp
  46. 8
      src/control/Script5.cpp
  47. 6
      src/control/Script7.cpp
  48. 4
      src/control/Script8.cpp
  49. 4
      src/control/Script9.cpp
  50. 4
      src/control/SetPieces.cpp
  51. 8
      src/core/AnimViewer.cpp
  52. 2
      src/core/Camera.cpp
  53. 2
      src/core/CdStream.h
  54. 41
      src/core/CdStreamPosix.cpp
  55. 122
      src/core/ControllerConfig.cpp
  56. 4
      src/core/ControllerConfig.h
  57. 873
      src/core/Frontend.cpp
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      src/core/Frontend.h
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      src/core/Game.cpp
  60. 7
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  61. 96
      src/core/MenuScreensCustom.cpp
  62. 6
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      src/core/Ropes.cpp
  66. 82
      src/core/Streaming.cpp
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      src/core/World.cpp
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      src/core/config.h
  71. 76
      src/core/main.cpp
  72. 182
      src/core/re3.cpp
  73. 2
      src/extras/GitSHA1.cpp.in
  74. 1
      src/extras/GitSHA1.h
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      src/extras/shaders/make_hlsl.cmd
  76. 37
      src/fakerw/fake.cpp
  77. 4
      src/fakerw/rtpng.h
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      src/objects/Stinger.cpp
  79. 4
      src/peds/CopPed.cpp
  80. 2
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  81. 419
      src/peds/Ped.cpp
  82. 20
      src/peds/Ped.h
  83. 434
      src/peds/PedAI.cpp
  84. 16
      src/peds/PedAttractor.cpp
  85. 428
      src/peds/PedFight.cpp
  86. 84
      src/peds/PlayerPed.cpp
  87. 3
      src/render/Credits.cpp
  88. 36
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  89. 6
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  90. 49
      src/render/Font.cpp
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      src/render/Hud.cpp
  93. 4
      src/render/Renderer.cpp
  94. 4
      src/render/Shadows.cpp
  95. 2
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      src/render/WaterLevel.cpp
  97. 9
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13
.github/pull_request_template.md

@ -0,0 +1,13 @@ @@ -0,0 +1,13 @@
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;
- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
- Game, UI or UX bug fixes (if it's a fix to R* code, it should be behind FIX_BUGS)
- Platform-specific and/or unused code that's not been reversed yet
- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
- A new cross-platform skeleton/compatibility layer, or improvements to them
- Translation fixes, for languages R* supported/outsourced
- Code that increase maintainability

16
.github/workflows/reLCS_msvc_amd64.yml

@ -20,7 +20,7 @@ jobs: @@ -20,7 +20,7 @@ jobs:
strategy:
matrix:
platform: [win-amd64-librw_d3d9-oal, win-amd64-librw_gl3_glfw-oal]
buildtype: [Debug, Release]
buildtype: [Debug, Release, Vanilla]
steps:
- name: Add msbuild to PATH
uses: microsoft/setup-msbuild@v1.0.2
@ -48,14 +48,22 @@ jobs: @@ -48,14 +48,22 @@ jobs:
- name: Build
run: |
msbuild -m build/reLCS.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
- name: Pack artifacts
# - name: Pack artifacts
# run: |
# 7z a reLCS_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: |
7z a reLCS_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reLCS.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reLCS.pdb ./gamefiles/
- name: Move dynamic dependencies to gamefiles
run: |
mv ./vendor/mpg123/dist/Win64/libmpg123-0.dll ./gamefiles/
mv ./vendor/openal-soft/dist/Win64/OpenAL32.dll ./gamefiles/
- name: Upload artifact to actions
uses: actions/upload-artifact@v2
with:
name: reLCS_${{matrix.buildtype}}_${{matrix.platform}}
path: ./bin/${{matrix.platform}}/${{matrix.buildtype}}
path: ./gamefiles/*
# - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1
# with:

17
.github/workflows/reLCS_msvc_x86.yml

@ -20,7 +20,7 @@ jobs: @@ -20,7 +20,7 @@ jobs:
strategy:
matrix:
platform: [win-x86-librw_d3d9-mss, win-x86-librw_gl3_glfw-mss, win-x86-librw_d3d9-oal, win-x86-librw_gl3_glfw-oal]
buildtype: [Debug, Release]
buildtype: [Debug, Release, Vanilla]
steps:
- name: Add msbuild to PATH
uses: microsoft/setup-msbuild@v1.0.2
@ -48,14 +48,23 @@ jobs: @@ -48,14 +48,23 @@ jobs:
- name: Build
run: |
msbuild -m build/reLCS.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
- name: Pack artifacts
# - name: Pack artifacts
# run: |
# 7z a reLCS_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: |
7z a reLCS_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reLCS.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reLCS.pdb ./gamefiles/
- if: contains(matrix.platform, 'oal')
name: Move dynamic dependencies to gamefiles
run: |
mv ./vendor/mpg123/dist/Win32/libmpg123-0.dll ./gamefiles/
mv ./vendor/openal-soft/dist/Win32/OpenAL32.dll ./gamefiles/
- name: Upload artifact to actions
uses: actions/upload-artifact@v2
with:
name: reLCS_${{matrix.buildtype}}_${{matrix.platform}}
path: reLCS_${{matrix.buildtype}}_${{matrix.platform}}.zip
path: ./gamefiles/*
# - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1
# with:

4
.gitignore vendored

@ -357,4 +357,6 @@ sdk/ @@ -357,4 +357,6 @@ sdk/
codewarrior/reVC_Data/
codewarrior/Release/
codewarrior/Debug/
codewarrior/Debug/
src/extras/GitSHA1.cpp

4
CMakeLists.txt

@ -6,6 +6,10 @@ set(PROJECT RELCS) @@ -6,6 +6,10 @@ set(PROJECT RELCS)
project(${EXECUTABLE} C CXX)
list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
include(GetGitRevisionDescription)
get_git_head_revision(GIT_REFSPEC GIT_SHA1 "ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR")
message(STATUS "Building ${CMAKE_PROJECT_NAME} GIT SHA1: ${GIT_SHA1}")
if(WIN32)
set(${PROJECT}_AUDIOS "OAL" "MSS")
else()

193
README.md

@ -1,37 +1,190 @@ @@ -1,37 +1,190 @@
# reLCS
[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dlcs&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=lcs)
<img src="https://github.com/GTAmodding/re3/blob/miami/logo.png?raw=true" alt="reVC logo" width="200">
[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami)
<a href="https://discord.gg/ERYg58ttcE"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
## Intro
The aim of this project is to reverse GTA Liberty City Stories.
In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
Rendering is handled either by original RenderWare (D3D8)
or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
Audio is done with MSS (using dlls from original GTA) or OpenAL.
We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
## How can I try it?
- reLCS requires game assets to work.
- Build reLCS or download it from one of the above links (Debug or Release).
- (Optional) If you want to use optional features, copy the files in /gamefiles folder to your game root folder.
- Move reLCS.exe to GTA LCS directory and run it.
- reVC requires game assets to work, so you **must** own [a copy of GTA Vice City](https://store.steampowered.com/app/12110/Grand_Theft_Auto_Vice_City/).
- Build reVC or download the latest nightly build:
- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip)
- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the gamefiles and in case of OpenAL the required dlls.
## Screenshots
![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png)
![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png)
![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png)
![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png)
## Improvements
We have implemented a number of changes and improvements to the original game.
They can be configured in `core/config.h`.
Some of them can be toggled at runtime, some cannot.
* Fixed a lot of smaller and bigger bugs
* User files (saves and settings) stored in GTA root directory
* Settings stored in reVC.ini file instead of gta_vc.set
* Debug menu to do and change various things (Ctrl-M to open)
* Debug camera (Ctrl-B to toggle)
* Rotatable camera
* XInput controller support (Windows)
* No loading screens between islands ("map memory usage" in menu)
* Rendering
* Widescreen support (properly scaled HUD, Menu and FOV)
* PS2 MatFX (vehicle reflections)
* PS2 alpha test (better rendering of transparency)
* Xbox vehicle rendering
* Xbox world lightmap rendering (needs Xbox map)
* Xbox ped rim light
* Xbox screen rain droplets
* More customizable colourfilter
* Menu
* More options
* Controller configuration menu
* ...
* Can load DFFs and TXDs from other platforms, possibly with a performance penalty
* ...
## To-Do
The following things would be nice to have/do:
* Fix physics for high FPS
* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
* Xbox port (not quite as important)
* reverse remaining unused/debug functions
* compare CodeWarrior build with original binary for more accurate code (very tedious)
## Modding
Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
others can easily be achieved (increasing limis, see `config.h`),
others will simply have to be rewritten and integrated into the code directly.
Sorry for the inconvenience.
## Building from Source
When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder if you want the executable to be moved there via post-build script.
Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository.
<details><summary>Linux Premake</summary>
For Linux using premake, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
</details>
## Preparing the environment for building
<details><summary>Linux Conan</summary>
You may want to point GTA_LCS_RE_DIR environment variable to GTA LCS root folder if you want executable to be moved there via post-build script.
Install python and conan, and then run build.
```
conan export vendor/librw librw/master@
mkdir build
cd build
conan install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan build .. -if build -bf build -pf package
```
</details>
- For Linux, proceed: [Building on Linux](https://github.com/GTAmodding/re3/wiki/Building-on-Linux)
- For FreeBSD, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
- For Windows, assuming you have Visual Studio:
- Clone the repo using the argument `--recursive`.
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open the project via Visual Studio
<details><summary>FreeBSD</summary>
For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
</details>
<details><summary>Windows</summary>
Assuming you have Visual Studio 2015/2017/2019:
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open build/reVC.sln with Visual Studio and compile the solution.
**If you use 64-bit D3D9**: We don't ship 64-bit Dx9 SDK. You need to download it from Microsoft if you don't have it(although it should come pre-installed after some Windows version)
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
</details>
There are various settings at the very bottom of [config.h](https://github.com/GTAmodding/re3/tree/lcs/src/core/config.h), you may want to take a look there. i.e. FIX_BUGS define fixes the bugs we've come across.
> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
> :information_source: **If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there.
> :information_source: **Did you notice librw?** reLCS uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of reLCS, but you also can use LIBRW enviorenment variable to specify path to your own librw.
> :information_source: reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
If you feel the need, you can also use CodeWarrior 7 to compile reVC using the supplied codewarrior/reVC.mcp project - this requires the original RW34 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
## Contributing
Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;
- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
- Platform-specific and/or unused code that's not been reversed yet
- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
- A new cross-platform skeleton/compatibility layer, or improvements to them
- Translation fixes, for languages original game supported
- Code that increase maintainability
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
Do not use features from C++11 or later.
## History
re3 was started sometime in the spring of 2018,
initially as a way to test reversed collision and physics code
inside the game.
This was done by replacing single functions of the game
with their reversed counterparts using a dll.
After a bit of work the project lay dormant for about a year
and was picked up again and pushed to github in May 2019.
At the time I (aap) had reversed around 10k lines of code and estimated
the final game to have around 200-250k.
Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J
in time order, and Serge a bit later) and we made very quick progress
throughout the summer of 2019
after which the pace slowed down a bit.
Due to everyone staying home during the start of the Corona pandemic
everybody had a lot of time to work on re3 again and
we finally got a standalone exe in April 2020 (around 180k lines by then).
After the initial excitement and fixing and polishing the code further,
reVC was started in early May 2020 by starting from re3 code,
not by starting from scratch replacing functions with a dll.
After a few months of mostly steady progress we considered reVC
finished in December.
Since then we have started reLCS, which is currently work in progress.
## License
We don't feel like we're in a position to give this code a license.\
The code should only be used for educational, documentation and modding purposes.\
We do not encourage piracy or commercial use.\
Please keep derivate work open source and give proper credit.

284
cmake/GetGitRevisionDescription.cmake

@ -0,0 +1,284 @@ @@ -0,0 +1,284 @@
# - Returns a version string from Git
#
# These functions force a re-configure on each git commit so that you can
# trust the values of the variables in your build system.
#
# get_git_head_revision(<refspecvar> <hashvar> [ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR])
#
# Returns the refspec and sha hash of the current head revision
#
# git_describe(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the source tree, and adjusting
# the output so that it tests false if an error occurs.
#
# git_describe_working_tree(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe on the working tree (--dirty option),
# and adjusting the output so that it tests false if an error occurs.
#
# git_get_exact_tag(<var> [<additional arguments to git describe> ...])
#
# Returns the results of git describe --exact-match on the source tree,
# and adjusting the output so that it tests false if there was no exact
# matching tag.
#
# git_local_changes(<var>)
#
# Returns either "CLEAN" or "DIRTY" with respect to uncommitted changes.
# Uses the return code of "git diff-index --quiet HEAD --".
# Does not regard untracked files.
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2020 Ryan Pavlik <ryan.pavlik@gmail.com> <abiryan@ryand.net>
# http://academic.cleardefinition.com
#
# Copyright 2009-2013, Iowa State University.
# Copyright 2013-2020, Ryan Pavlik
# Copyright 2013-2020, Contributors
# SPDX-License-Identifier: BSL-1.0
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
if(__get_git_revision_description)
return()
endif()
set(__get_git_revision_description YES)
# We must run the following at "include" time, not at function call time,
# to find the path to this module rather than the path to a calling list file
get_filename_component(_gitdescmoddir ${CMAKE_CURRENT_LIST_FILE} PATH)
# Function _git_find_closest_git_dir finds the next closest .git directory
# that is part of any directory in the path defined by _start_dir.
# The result is returned in the parent scope variable whose name is passed
# as variable _git_dir_var. If no .git directory can be found, the
# function returns an empty string via _git_dir_var.
#
# Example: Given a path C:/bla/foo/bar and assuming C:/bla/.git exists and
# neither foo nor bar contain a file/directory .git. This wil return
# C:/bla/.git
#
function(_git_find_closest_git_dir _start_dir _git_dir_var)
set(cur_dir "${_start_dir}")
set(git_dir "${_start_dir}/.git")
while(NOT EXISTS "${git_dir}")
# .git dir not found, search parent directories
set(git_previous_parent "${cur_dir}")
get_filename_component(cur_dir ${cur_dir} DIRECTORY)
if(cur_dir STREQUAL git_previous_parent)
# We have reached the root directory, we are not in git
set(${_git_dir_var}
""
PARENT_SCOPE)
return()
endif()
set(git_dir "${cur_dir}/.git")
endwhile()
set(${_git_dir_var}
"${git_dir}"
PARENT_SCOPE)
endfunction()
function(get_git_head_revision _refspecvar _hashvar)
_git_find_closest_git_dir("${CMAKE_CURRENT_SOURCE_DIR}" GIT_DIR)
if("${ARGN}" STREQUAL "ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR")
set(ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR TRUE)
else()
set(ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR FALSE)
endif()
if(NOT "${GIT_DIR}" STREQUAL "")
file(RELATIVE_PATH _relative_to_source_dir "${CMAKE_SOURCE_DIR}"
"${GIT_DIR}")
if("${_relative_to_source_dir}" MATCHES "[.][.]" AND NOT ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR)
# We've gone above the CMake root dir.
set(GIT_DIR "")
endif()
endif()
if("${GIT_DIR}" STREQUAL "")
set(${_refspecvar}
"GITDIR-NOTFOUND"
PARENT_SCOPE)
set(${_hashvar}
"GITDIR-NOTFOUND"
PARENT_SCOPE)
return()
endif()
# Check if the current source dir is a git submodule or a worktree.
# In both cases .git is a file instead of a directory.
#
if(NOT IS_DIRECTORY ${GIT_DIR})
# The following git command will return a non empty string that
# points to the super project working tree if the current
# source dir is inside a git submodule.
# Otherwise the command will return an empty string.
#
execute_process(
COMMAND "${GIT_EXECUTABLE}" rev-parse
--show-superproject-working-tree
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT "${out}" STREQUAL "")
# If out is empty, GIT_DIR/CMAKE_CURRENT_SOURCE_DIR is in a submodule
file(READ ${GIT_DIR} submodule)
string(REGEX REPLACE "gitdir: (.*)$" "\\1" GIT_DIR_RELATIVE
${submodule})
string(STRIP ${GIT_DIR_RELATIVE} GIT_DIR_RELATIVE)
get_filename_component(SUBMODULE_DIR ${GIT_DIR} PATH)
get_filename_component(GIT_DIR ${SUBMODULE_DIR}/${GIT_DIR_RELATIVE}
ABSOLUTE)
set(HEAD_SOURCE_FILE "${GIT_DIR}/HEAD")
else()
# GIT_DIR/CMAKE_CURRENT_SOURCE_DIR is in a worktree
file(READ ${GIT_DIR} worktree_ref)
# The .git directory contains a path to the worktree information directory
# inside the parent git repo of the worktree.
#
string(REGEX REPLACE "gitdir: (.*)$" "\\1" git_worktree_dir
${worktree_ref})
string(STRIP ${git_worktree_dir} git_worktree_dir)
_git_find_closest_git_dir("${git_worktree_dir}" GIT_DIR)
set(HEAD_SOURCE_FILE "${git_worktree_dir}/HEAD")
endif()
else()
set(HEAD_SOURCE_FILE "${GIT_DIR}/HEAD")
endif()
set(GIT_DATA "${CMAKE_CURRENT_BINARY_DIR}/CMakeFiles/git-data")
if(NOT EXISTS "${GIT_DATA}")
file(MAKE_DIRECTORY "${GIT_DATA}")
endif()
if(NOT EXISTS "${HEAD_SOURCE_FILE}")
return()
endif()
set(HEAD_FILE "${GIT_DATA}/HEAD")
configure_file("${HEAD_SOURCE_FILE}" "${HEAD_FILE}" COPYONLY)
configure_file("${_gitdescmoddir}/GetGitRevisionDescription.cmake.in"
"${GIT_DATA}/grabRef.cmake" @ONLY)
include("${GIT_DATA}/grabRef.cmake")
set(${_refspecvar}
"${HEAD_REF}"
PARENT_SCOPE)
set(${_hashvar}
"${HEAD_HASH}"
PARENT_SCOPE)
endfunction()
function(git_describe _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
if(NOT hash)
set(${_var}
"HEAD-HASH-NOTFOUND"
PARENT_SCOPE)
return()
endif()
# TODO sanitize
#if((${ARGN}" MATCHES "&&") OR
# (ARGN MATCHES "||") OR
# (ARGN MATCHES "\\;"))
# message("Please report the following error to the project!")
# message(FATAL_ERROR "Looks like someone's doing something nefarious with git_describe! Passed arguments ${ARGN}")
#endif()
#message(STATUS "Arguments to execute_process: ${ARGN}")
execute_process(
COMMAND "${GIT_EXECUTABLE}" describe --tags --always ${hash} ${ARGN}
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_describe_working_tree _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
execute_process(
COMMAND "${GIT_EXECUTABLE}" describe --dirty ${ARGN}
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(NOT res EQUAL 0)
set(out "${out}-${res}-NOTFOUND")
endif()
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_get_exact_tag _var)
git_describe(out --exact-match ${ARGN})
set(${_var}
"${out}"
PARENT_SCOPE)
endfunction()
function(git_local_changes _var)
if(NOT GIT_FOUND)
find_package(Git QUIET)
endif()
get_git_head_revision(refspec hash)
if(NOT GIT_FOUND)
set(${_var}
"GIT-NOTFOUND"
PARENT_SCOPE)
return()
endif()
if(NOT hash)
set(${_var}
"HEAD-HASH-NOTFOUND"
PARENT_SCOPE)
return()
endif()
execute_process(
COMMAND "${GIT_EXECUTABLE}" diff-index --quiet HEAD --
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
RESULT_VARIABLE res
OUTPUT_VARIABLE out
ERROR_QUIET OUTPUT_STRIP_TRAILING_WHITESPACE)
if(res EQUAL 0)
set(${_var}
"CLEAN"
PARENT_SCOPE)
else()
set(${_var}
"DIRTY"
PARENT_SCOPE)
endif()
endfunction()

43
cmake/GetGitRevisionDescription.cmake.in

@ -0,0 +1,43 @@ @@ -0,0 +1,43 @@
#
# Internal file for GetGitRevisionDescription.cmake
#
# Requires CMake 2.6 or newer (uses the 'function' command)
#
# Original Author:
# 2009-2010 Ryan Pavlik <rpavlik@iastate.edu> <abiryan@ryand.net>
# http://academic.cleardefinition.com
# Iowa State University HCI Graduate Program/VRAC
#
# Copyright 2009-2012, Iowa State University
# Copyright 2011-2015, Contributors
# Distributed under the Boost Software License, Version 1.0.
# (See accompanying file LICENSE_1_0.txt or copy at
# http://www.boost.org/LICENSE_1_0.txt)
# SPDX-License-Identifier: BSL-1.0
set(HEAD_HASH)
file(READ "@HEAD_FILE@" HEAD_CONTENTS LIMIT 1024)
string(STRIP "${HEAD_CONTENTS}" HEAD_CONTENTS)
if(HEAD_CONTENTS MATCHES "ref")
# named branch
string(REPLACE "ref: " "" HEAD_REF "${HEAD_CONTENTS}")
if(EXISTS "@GIT_DIR@/${HEAD_REF}")
configure_file("@GIT_DIR@/${HEAD_REF}" "@GIT_DATA@/head-ref" COPYONLY)
else()
configure_file("@GIT_DIR@/packed-refs" "@GIT_DATA@/packed-refs" COPYONLY)
file(READ "@GIT_DATA@/packed-refs" PACKED_REFS)
if(${PACKED_REFS} MATCHES "([0-9a-z]*) ${HEAD_REF}")
set(HEAD_HASH "${CMAKE_MATCH_1}")
endif()
endif()
else()
# detached HEAD
configure_file("@GIT_DIR@/HEAD" "@GIT_DATA@/head-ref" COPYONLY)
endif()
if(NOT HEAD_HASH)
file(READ "@GIT_DATA@/head-ref" HEAD_HASH LIMIT 1024)
string(STRIP "${HEAD_HASH}" HEAD_HASH)
endif()

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After

Width:  |  Height:  |  Size: 21 KiB

19
premake5.lua

@ -65,7 +65,7 @@ end @@ -65,7 +65,7 @@ end
workspace "reLCS"
language "C++"
configurations { "Debug", "Release" }
configurations { "Debug", "Release", "Vanilla" }
startproject "reLCS"
location "build"
symbols "Full"
@ -120,13 +120,16 @@ workspace "reLCS" @@ -120,13 +120,16 @@ workspace "reLCS"
filter "configurations:Debug"
defines { "DEBUG" }
filter "configurations:Release"
filter "configurations:not Debug"
defines { "NDEBUG" }
optimize "Speed"
if(_OPTIONS["lto"]) then
flags { "LinkTimeOptimization" }
end
filter "configurations:Vanilla"
defines { "VANILLA_DEFINES" }
filter { "platforms:win*" }
system "windows"
@ -208,6 +211,7 @@ project "librw" @@ -208,6 +211,7 @@ project "librw"
architecture "amd64"
filter "platforms:win*"
defines { "_CRT_SECURE_NO_WARNINGS", "_CRT_NONSTDC_NO_DEPRECATE" }
staticruntime "on"
buildoptions { "/Zc:sizedDealloc-" }
@ -239,6 +243,10 @@ project "reLCS" @@ -239,6 +243,10 @@ project "reLCS"
targetname "reLCS"
targetdir "bin/%{cfg.platform}/%{cfg.buildcfg}"
if(_OPTIONS["with-librw"]) then
dependson "librw"
end
files { addSrcFiles("src") }
files { addSrcFiles("src/animation") }
files { addSrcFiles("src/audio") }
@ -264,6 +272,7 @@ project "reLCS" @@ -264,6 +272,7 @@ project "reLCS"
files { addSrcFiles("src/vehicles") }
files { addSrcFiles("src/weapons") }
files { addSrcFiles("src/extras") }
files { "src/extras/GitSHA1.cpp" } -- this won't be in repo in first build
includedirs { "src" }
includedirs { "src/animation" }
@ -316,7 +325,7 @@ project "reLCS" @@ -316,7 +325,7 @@ project "reLCS"
filter {}
if(os.getenv("GTA_LCS_RE_DIR")) then
setpaths("$(GTA_LCS_RE_DIR)/", "%(cfg.buildtarget.name)")
setpaths(os.getenv("GTA_LCS_RE_DIR") .. "/", "%(cfg.buildtarget.name)")
end
filter "platforms:win*"
@ -330,6 +339,10 @@ project "reLCS" @@ -330,6 +339,10 @@ project "reLCS"
-- external librw is dynamic
staticruntime "on"
end
prebuildcommands { '"%{prj.location}..\\printHash.bat" "%{prj.location}..\\src\\extras\\GitSHA1.cpp"' }
filter "platforms:not win*"
prebuildcommands { '"%{prj.location}/../printHash.sh" "%{prj.location}/../src/extras/GitSHA1.cpp"' }
filter "platforms:win*glfw*"
staticruntime "off"

26
printHash.bat

@ -0,0 +1,26 @@ @@ -0,0 +1,26 @@
@echo off
REM creates version.h with HEAD commit hash
REM params: $1=full path to output file (usually points version.h)
setlocal enableextensions enabledelayedexpansion
cd /d "%~dp0"
break> %1
<nul set /p=^"#define GIT_SHA1 ^"^"> %1
where git
if "%errorlevel%" == "0" ( goto :havegit ) else ( goto :writeending )
:havegit
for /f %%v in ('git rev-parse --short HEAD') do set version=%%v
<nul set /p="%version%" >> %1
:writeending
echo ^" >> %1
echo const char* g_GIT_SHA1 = GIT_SHA1; >> %1
EXIT /B

12
printHash.sh

@ -0,0 +1,12 @@ @@ -0,0 +1,12 @@
#!/usr/bin/env bash
> $1
echo -n "#define GIT_SHA1 \"" > $1
if (command -v "git" >/dev/null) then
git rev-parse --short HEAD | tr -d '\n' >> $1
fi
echo "\"" >> $1
echo "const char* g_GIT_SHA1 = GIT_SHA1;" >> $1

7
src/CMakeLists.txt

@ -1,5 +1,5 @@ @@ -1,5 +1,5 @@
set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
set(THREADS_PREFER_PTHREAD_FLAG ON)
file(GLOB_RECURSE ${PROJECT}_SOURCES "*.cpp" "*.h" "*.rc")
@ -17,6 +17,9 @@ endfunction() @@ -17,6 +17,9 @@ endfunction()
header_directories(${PROJECT}_INCLUDES)
configure_file("${CMAKE_CURRENT_SOURCE_DIR}/extras/GitSHA1.cpp.in" "${CMAKE_CURRENT_BINARY_DIR}/extras/GitSHA1.cpp" @ONLY)
list(APPEND ${PROJECT}_SOURCES "${CMAKE_CURRENT_BINARY_DIR}/extras/GitSHA1.cpp")
add_executable(${EXECUTABLE} WIN32
${${PROJECT}_SOURCES}
)
@ -46,6 +49,8 @@ if(LIBRW_PLATFORM_D3D9) @@ -46,6 +49,8 @@ if(LIBRW_PLATFORM_D3D9)
)
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE CMAKE_BUILD)
if(${PROJECT}_AUDIO STREQUAL "OAL")
find_package(OpenAL REQUIRED)
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})

444
src/animation/AnimManager.cpp

@ -20,212 +20,212 @@ CAnimBlendAssocGroup *CAnimManager::ms_aAnimAssocGroups; @@ -20,212 +20,212 @@ CAnimBlendAssocGroup *CAnimManager::ms_aAnimAssocGroups;
CLinkList<CAnimBlendHierarchy*> CAnimManager::ms_animCache;
AnimAssocDesc aStdAnimDescs[] = {
{ ANIM_WALK, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_RUN, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_SPRINT, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_IDLE_STANCE, ASSOC_REPEAT },
{ ANIM_WALK_START, ASSOC_HAS_TRANSLATION },
{ ANIM_RUN_STOP, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_RUN_STOP_R, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_IDLE_CAM, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_HBHB, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_TIRED, ASSOC_REPEAT },
{ ANIM_IDLE_ARMED, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_CHAT, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_IDLE_TAXI, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_KO_SHOT_FRONT1, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT2, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT3, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FRONT4, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_FACE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KO_SHOT_STOM, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_ARML, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_ARMR, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SHOT_LEGL, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KO_SHOT_LEGR, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_KD_LEFT, ASSOC_PARTIAL },
{ ANIM_KD_RIGHT, ASSOC_PARTIAL },
{ ANIM_KO_SKID_FRONT, ASSOC_PARTIAL },
{ ANIM_KO_SPIN_R, ASSOC_PARTIAL },
{ ANIM_KO_SKID_BACK, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_KO_SPIN_L, ASSOC_PARTIAL },
{ ANIM_SHOT_FRONT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_LEFT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_BACK_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_SHOT_RIGHT_PARTIAL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_HIT_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_LEFT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_HIT_BACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_RIGHT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FLOOR_HIT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_HIT_WALL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FLOOR_HIT_F, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_HIT_BEHIND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_IDLE, ASSOC_REPEAT },
{ ANIM_FIGHT2_IDLE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_SH_F, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_PPUNCH, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_L_HOOK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_R_HOOK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_UPPERCUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HEADBUTT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FRONTKICK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_ROUNDHOUSE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_L_HOOK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_R_HOOK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_UPPERCUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_HEADBUTT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_FRONTKICK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HIT_RHOUSE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_BOMBER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_PUNCH_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_PPUNCH2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_KICK_FLOOR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_WEAPON_THROWU, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_FIGHT_SH_BACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_CAR_JACKED_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_LJACKED_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_JACKED_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_LJACKED_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_QJACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_QJACKED, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGNHI_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_OPEN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_DOORLOCKED_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ROLLDOOR, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ROLLDOOR_LOW, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_JUMPIN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LOW_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSE_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ALIGNHI_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_OPEN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_DOORLOCKED_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_PULLOUT_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETIN_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSEDOOR_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_SHUFFLE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_LSHUFFLE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_SIT, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_LSIT, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_SITP, ASSOC_DELETEFADEDOUT },
{ ANIM_CAR_SITPLO, ASSOC_DELETEFADEDOUT },
{ ANIM_DRIVE_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVE_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVE_LOW_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVE_LOW_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVEBY_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVEBY_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVEBY_LOW_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVEBY_LOW_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_CAR_LB, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVE_BOAT, ASSOC_DELETEFADEDOUT | ASSOC_DRIVING },
{ ANIM_DRIVE_BOAT_L, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_DRIVE_BOAT_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_BOAT_LB, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_DRIVING },
{ ANIM_BIKE_PICKUP_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_PICKUP_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_PULLUP_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_PULLUP_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_ELBOW_R, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_ELBOW_L, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_BIKE_FALL_OFF, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_BIKE_FALL_R, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_CAR_GETOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_GETOUT_LOW_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CLOSE_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_HOOKERTALK, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_TRAIN_GETIN, ASSOC_DELETEFADEDOUT },
{ ANIM_TRAIN_GETOUT, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE },
{ ANIM_CAR_CRAWLOUT_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_CRAWLOUT_RHS2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_CAR_ROLLOUT_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_HAS_X_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_CAR_ROLLOUT_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_HAS_X_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_GETUP1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_GETUP_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_JUMP_LAUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_JUMP_GLIDE, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_JUMP_LAND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FALL_FALL, ASSOC_DELETEFADEDOUT },
{ ANIM_FALL_GLIDE, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_FALL_LAND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FALL_COLLAPSE, ASSOC_REPEAT | ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FALL_BACK, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_FALL_FRONT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_EV_STEP, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_EV_DIVE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_COMMANDO_ROLL, ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_XPRESS_SCRATCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_IDLE },
{ ANIM_ROAD_CROSS, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_TURN_180, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_ARREST_GUN, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_DROWN, ASSOC_PARTIAL },
{ ANIM_DUCK_DOWN, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_DUCK_LOW, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_WEAPON_CROUCH, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_RBLOCK_CSHOOT, ASSOC_RUNNING },
{ ANIM_HANDSUP, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_HANDSCOWER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FUCKU, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_PHONE_IN, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_PHONE_OUT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_PHONE_TALK, ASSOC_REPEAT | ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_SEAT_DOWN, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_SEAT_UP, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_SEAT_IDLE, ASSOC_REPEAT | ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_SEAT_DOWN2, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_ATM, ASSOC_DELETEFADEDOUT | ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_ABSEIL, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_WALK, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_STD_RUN, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_STD_RUNFAST, ASSOC_REPEAT | ASSOC_MOVEMENT | ASSOC_HAS_TRANSLATION | ASSOC_WALK },
{ ANIM_STD_IDLE, ASSOC_REPEAT },
{ ANIM_STD_STARTWALK, ASSOC_HAS_TRANSLATION },
{ ANIM_STD_RUNSTOP1, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_RUNSTOP2, ASSOC_DELETEFADEDOUT | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_IDLE_CAM, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_STD_IDLE_HBHB, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_STD_IDLE_TIRED, ASSOC_REPEAT },
{ ANIM_STD_IDLE_BIGGUN, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_STD_CHAT, ASSOC_REPEAT | ASSOC_PARTIAL },
{ ANIM_STD_HAILTAXI, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_KO_FRONT, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_STD_KO_LEFT, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_STD_KO_BACK, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_STD_KO_RIGHT, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_STD_KO_SHOT_FACE, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_KO_SHOT_STOMACH, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION | ASSOC_FRONTAL },
{ ANIM_STD_KO_SHOT_ARM_L, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_STD_KO_SHOT_ARM_R, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_STD_KO_SHOT_LEG_L, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_KO_SHOT_LEG_R, ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_SPINFORWARD_LEFT, ASSOC_PARTIAL },
{ ANIM_STD_SPINFORWARD_RIGHT, ASSOC_PARTIAL },
{ ANIM_STD_HIGHIMPACT_FRONT, ASSOC_PARTIAL },
{ ANIM_STD_HIGHIMPACT_LEFT, ASSOC_PARTIAL },
{ ANIM_STD_HIGHIMPACT_BACK, ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_STD_HIGHIMPACT_RIGHT, ASSOC_PARTIAL },
{ ANIM_STD_HITBYGUN_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_STD_HITBYGUN_LEFT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_STD_HITBYGUN_BACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_STD_HITBYGUN_RIGHT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_STD_HIT_FRONT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_HIT_LEFT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_HIT_BACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_HIT_RIGHT, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_HIT_FLOOR, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_HIT_WALL, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_HIT_FLOOR_FRONT, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_FRONTAL },
{ ANIM_STD_HIT_BEHIND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_FIGHT_IDLE, ASSOC_REPEAT },
{ ANIM_STD_FIGHT_2IDLE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_FIGHT_SHUFFLE_F, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_PARTIAL_PUNCH, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL | ASSOC_NOWALK },
{ ANIM_FIGHT_ATTACK_A1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_ATTACK_A2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_ATTACK_A3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_ATTACK_B1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_ATTACK_B2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_ATTACK_B3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_A1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_A2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_A3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_B1, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_B2, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_FIGHT_HIT_B3, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_DETONATE, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_PUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_PARTIALPUNCH, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_KICKGROUND, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_THROW_UNDER, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_FIGHT_SHUFFLE_B, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL | ASSOC_HAS_TRANSLATION },
{ ANIM_STD_JACKEDCAR_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_JACKEDCAR_LO_RHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_JACKEDCAR_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_JACKEDCAR_LO_LHS, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_QUICKJACK, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_QUICKJACKED, ASSOC_DELETEFADEDOUT | ASSOC_PARTIAL },
{ ANIM_STD_CAR_ALIGN_DOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_ALIGNHI_DOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_OPEN_DOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CARDOOR_LOCKED_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_PULL_OUT_PED_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_PULL_OUT_PED_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_GET_IN_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_GET_IN_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_CLOSE_DOOR_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_CLOSE_DOOR_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_JUMP_IN_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_GETOUT_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_GETOUT_LO_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_CLOSE_LHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_ALIGN_DOOR_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_ALIGNHI_DOOR_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CAR_OPEN_DOOR_RHS, ASSOC_FADEOUTWHENDONE | ASSOC_PARTIAL },
{ ANIM_STD_CARDOOR_