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@ -5612,8 +5612,6 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
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config.push_back(moduleAssembly);
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LWOOBJID newIdBig = newId;
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// Make sure a subkey isnt already in use. Persistent Ids do not make sense here since this only needs to be unique for
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// this character. Because of that, we just generate a random id and check for a collision.
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GeneralUtils::SetBit(newIdBig, eObjectBits::CHARACTER);
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if (count == 3) {
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