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Use original animation names from VCS
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@ -68,7 +68,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
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}
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else {
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pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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pPed->SetDie(ANIM_STD_KO_FRONT, 4.0f, 0.0f);
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}
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return 0;
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}
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@ -81,7 +81,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, pPed->GetNodePosition(PED_HEAD), true);
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}
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else {
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pPed->SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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pPed->SetDie(ANIM_STD_KO_FRONT, 4.0f, 0.0f);
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}
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return 0;
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}
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@ -793,7 +793,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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pPed->m_pVehicleAnim = nil;
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pPed->RestartNonPartialAnims();
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pPed->SetMoveState(PEDMOVE_NONE);
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CAnimManager::BlendAnimation(pPed->GetClump(), pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(pPed->GetClump(), pPed->m_animGroup, ANIM_STD_IDLE, 100.0f);
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pos.z += pPed->GetDistanceFromCentreOfMassToBaseOfModel();
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pPed->Teleport(pos);
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CTheScripts::ClearSpaceForMissionEntity(pos, pPed);
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