WSSAnvil: Fixed bad code in arrow loading.
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@ -1807,9 +1807,10 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
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int InBlockZIdx = a_NBT.FindChildByName(a_TagIdx, "zTile");
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if ((InBlockXIdx > 0) && (InBlockYIdx > 0) && (InBlockZIdx > 0))
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{
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if (a_NBT.GetType(InBlockXIdx) == a_NBT.GetType(InBlockYIdx) == a_NBT.GetType(InBlockZIdx))
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eTagType typeX = a_NBT.GetType(InBlockXIdx);
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if ((typeX == a_NBT.GetType(InBlockYIdx)) && (typeX == a_NBT.GetType(InBlockZIdx)))
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{
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switch (a_NBT.GetType(InBlockXIdx))
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switch (typeX)
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{
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case TAG_Int:
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{
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@ -1823,6 +1824,11 @@ void cWSSAnvil::LoadArrowFromNBT(cEntityList & a_Entities, const cParsedNBT & a_
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Arrow->SetBlockHit(Vector3i((int)a_NBT.GetShort(InBlockXIdx), (int)a_NBT.GetShort(InBlockYIdx), (int)a_NBT.GetShort(InBlockZIdx)));
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break;
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}
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default:
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{
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// No hit block, the arrow is still flying?
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break;
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}
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}
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}
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}
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