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implemented skinned peds, no cutscene hands yet
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@ -6435,9 +6435,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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pPed->FlagToDestroyWhenNextProcessed();
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}
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else if (CGame::nastyGame && pPed->IsPedInControl()) {
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RwMatrix tmp_rw;
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CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
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pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
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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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@ -6450,9 +6448,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
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assert(pPed);
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if (CGame::nastyGame) {
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RwMatrix tmp_rw;
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CPedIK::GetWorldMatrix(pPed->m_pFrames[PED_HEAD]->frame, &tmp_rw);
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pPed->ApplyHeadShot(WEAPONTYPE_SNIPERRIFLE, tmp_rw.pos, true);
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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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