Don't do 2k3 filtering on Animation screen_shake
MODIFY
generator/csv/fields.csv
generator/csv/fields.csv
@@ -45,7 +45,7 @@ AnimationTiming,flash_red,f,Int32,0x04,31,0,0,Integer
AnimationTiming,flash_green,f,Int32,0x05,31,0,0,Integer
AnimationTiming,flash_blue,f,Int32,0x06,31,0,0,Integer
AnimationTiming,flash_power,f,Int32,0x07,31,0,0,Integer
-AnimationTiming,screen_shake,f,Enum<AnimationTiming_ScreenShake>,0x08,0,0,1,Integer - RPG2003 - TODO: Get chunk ID
+AnimationTiming,screen_shake,f,Enum<AnimationTiming_ScreenShake>,0x08,0,0,0,Integer - This field RPG2003 only but commonly found in some 2k LDB's. We disable the is2k3 field on purpose because if its defaulted in 2k it won't be written anyway.
AnimationCellData,valid,f,Int32,0x01,1,0,0,Bool
AnimationCellData,cell_id,f,Int32,0x02,0,0,0,Integer
AnimationCellData,x,f,Int32,0x03,0,0,0,Integer

MODIFY
src/generated/ldb_animationtiming.cpp
src/generated/ldb_animationtiming.cpp
Binary files a/src/generated/ldb_animationtiming.cpp and b/src/generated/ldb_animationtiming.cpp differ

MODIFY
src/generated/ldb_chunks.h
src/generated/ldb_chunks.h
Binary files a/src/generated/ldb_chunks.h and b/src/generated/ldb_chunks.h differ

Don't do 2k3 filtering on Animation screen_shake