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Use original animation names from VCS
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@ -87,10 +87,10 @@ void
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CStinger::Deploy(CPed *pPed)
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{
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if (NumOfStingerSegments < NUM_STINGER_SEGMENTS*2 && !pPed->bInVehicle && pPed->IsPedInControl()) {
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if (!bIsDeployed && RpAnimBlendClumpGetAssociation(pPed->GetClump(), ANIM_WEAPON_THROWU) == nil) {
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if (!bIsDeployed && RpAnimBlendClumpGetAssociation(pPed->GetClump(), ANIM_STD_THROW_UNDER) == nil) {
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Init(pPed);
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pPed->SetPedState(PED_DEPLOY_STINGER);
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CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_WEAPON_THROWU);
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CAnimManager::AddAnimation(pPed->GetClump(), ASSOCGRP_STD, ANIM_STD_THROW_UNDER);
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}
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}
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}
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@ -170,7 +170,7 @@ CStinger::Process()
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if (pOwner != nil
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&& !pOwner->bInVehicle
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&& pOwner->GetPedState() == PED_DEPLOY_STINGER
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&& RpAnimBlendClumpGetAssociation(pOwner->GetClump(), ANIM_WEAPON_THROWU)->currentTime > 0.39f)
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&& RpAnimBlendClumpGetAssociation(pOwner->GetClump(), ANIM_STD_THROW_UNDER)->currentTime > 0.39f)
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{
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m_nSpikeState = STINGERSTATE_DEPLOYING;
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for (int i = 0; i < NUM_STINGER_SEGMENTS; i++)
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