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Use original animation names from VCS
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@@ -4266,7 +4266,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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#ifdef FIX_BUGS
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AnimationId anim = pVehicle->GetDriverAnim();
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#else
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AnimationId anim = pVehicle->bLowVehicle ? ANIM_CAR_LSIT : ANIM_CAR_SIT;
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AnimationId anim = pVehicle->bLowVehicle ? ANIM_STD_CAR_SIT_LO : ANIM_STD_CAR_SIT;
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#endif
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pPed->m_pVehicleAnim = CAnimManager::BlendAnimation(pPed->GetClump(), ASSOCGRP_STD, anim, 100.0f);
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pPed->StopNonPartialAnims();
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@@ -4309,7 +4309,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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pPlayer->m_pPed->m_pVehicleAnim->blendDelta = -1000.0f;
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pPlayer->m_pPed->m_pVehicleAnim = nil;
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pPlayer->m_pPed->SetMoveState(PEDMOVE_NONE);
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CAnimManager::BlendAnimation(pPlayer->m_pPed->GetClump(), pPlayer->m_pPed->m_animGroup, ANIM_IDLE_STANCE, 100.0f);
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CAnimManager::BlendAnimation(pPlayer->m_pPed->GetClump(), pPlayer->m_pPed->m_animGroup, ANIM_STD_IDLE, 100.0f);
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pPlayer->m_pPed->RestartNonPartialAnims();
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AudioManager.PlayerJustLeftCar();
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pos.z += pPlayer->m_pPed->GetDistanceFromCentreOfMassToBaseOfModel();
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