Stringify AnimAction
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@@ -35,7 +35,7 @@ const (
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AnimActionRun AnimAction = 14
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AnimActionCrouch AnimAction = 15
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AnimActionStand AnimAction = 16
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AnimActionStandingRead AnimAction = 17
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AnimActionStandingReady AnimAction = 17
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AnimActionStandingUnready AnimAction = 18
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AnimActionCrouchingReady AnimAction = 19
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AnimActionCrouchingUnready AnimAction = 20
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@@ -95,6 +95,45 @@ type HasAction struct {
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}
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var (
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aActions = map[AnimAction]string{
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AnimActionNone: "None",
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AnimActionAnim: "Anim",
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AnimActionWalk: "Walk",
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AnimActionExplosion: "Explosion",
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AnimActionProjectile: "Projectile",
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AnimActionSmoke: "Smoke",
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AnimActionStandingShoot: "Standing Shoot",
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AnimActionStandingDeath: "Standing Death",
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AnimActionPain: "Pain",
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AnimActionSpellFx1: "Spell FX 1",
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AnimActionSpellFx2: "Spell FX 2",
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AnimActionSpellFx3: "Spell FX 3",
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AnimActionSpellFx4: "Spell FX 4",
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AnimActionSpellFx5: "Spell FX 5",
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AnimActionRun: "Run",
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AnimActionCrouch: "Crouch",
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AnimActionStand: "Stand",
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AnimActionStandingReady: "Standing Ready",
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AnimActionStandingUnready: "Standing Unready",
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AnimActionCrouchingReady: "Crouching Ready",
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AnimActionCrouchingUnready: "Crouching Unready",
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AnimActionCrouchingShoot: "Crouching Shoot",
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AnimActionStandingGrenade: "Standing Grenade",
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AnimActionCrouchingGrenade: "Crouching Grenade",
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AnimActionDrawMelee: "Draw Melee",
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AnimActionSlash: "Slash",
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AnimActionStab: "Stab",
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AnimActionBlown: "Blown",
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AnimActionCrouchingDeath: "Crouching Death",
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AnimActionJump: "Jump",
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AnimActionHeal: "Heal",
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AnimActionTechWork: "Tech Work",
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AnimActionCast: "Cast",
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AnimActionShoot: "Shoot",
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AnimActionDeath: "Death",
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AnimActionFromWarp: "From Warp",
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}
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cTypes = map[CharacterType]string{
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CharacterTypeTactical: "Tactical",
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CharacterTypeAssault: "Assault",
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@@ -122,6 +161,14 @@ var (
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}
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)
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func (a AnimAction) String() string {
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if str, ok := aActions[a]; ok {
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return str
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}
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return "Unknown Action"
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}
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func (c CharacterType) String() string {
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if str, ok := cTypes[c]; ok {
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return str
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