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Correct Projectile behavior bitStream reads (#907)
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@ -15,6 +15,8 @@ struct BehaviorBranchContext
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uint32_t start = 0;
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bool isSync = false;
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BehaviorBranchContext();
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BehaviorBranchContext(LWOOBJID target, float duration = 0, const NiPoint3& referencePosition = NiPoint3(0, 0, 0));
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@ -51,6 +51,7 @@ void BehaviorContext::RegisterSyncBehavior(const uint32_t syncId, Behavior* beha
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entry.handle = syncId;
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entry.behavior = behavior;
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entry.branchContext = branchContext;
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entry.branchContext.isSync = true;
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entry.ignoreInterrupts = ignoreInterrupts;
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this->syncEntries.push_back(entry);
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@ -31,7 +31,7 @@ void ProjectileAttackBehavior::Handle(BehaviorContext* context, RakNet::BitStrea
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return;
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}
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if (m_ProjectileType == 1) {
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if (m_useMouseposit && !branch.isSync) {
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NiPoint3 targetPosition = NiPoint3::ZERO;
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if (!bitStream->Read(targetPosition)) {
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Game::logger->Log("ProjectileAttackBehavior", "Unable to read targetPosition from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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