- Fixed a bug where I used the FireCharge ITEM instead of the Projectile
ENUM
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@ -215,7 +215,7 @@ void cDispenserEntity::DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum)
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void cDispenserEntity::SpawnProjectileFromDispenser(int & a_BlockX, int & a_BlockY, int & a_BlockZ, cProjectileEntity::eKind a_kind, Vector3d a_ShootVector)
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{
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if(a_kind != E_ITEM_FIRE_CHARGE)
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if(a_kind != cProjectileEntity::pkFireCharge)
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a_ShootVector.y = a_ShootVector.y + 1;
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m_World->CreateProjectile((double) a_BlockX + 0.5, (double) a_BlockY + 0.5, (double) a_BlockZ + 0.5, a_kind, NULL, NULL, &a_ShootVector);
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