- Removed breaks. I thought it wouldn't compile without them but the
issue was appearantly solved with an earlier commit.
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@ -223,14 +223,12 @@ Vector3d cDispenserEntity::GetProjectileLookVector(cChunk & a_Chunk)
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Look = m.Transform(Vector3d(0, 1, 0));
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return Look * 20; // UP
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break;
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case E_META_DROPSPENSER_FACING_YM:
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m.Init(Vector3d(), 0, -360, 0);
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Look = m.Transform(Vector3d(0, -1, 0));
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return Look * 20;; // DOWN
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break;
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case E_META_DROPSPENSER_FACING_XM: Direction = 90; break; // WEST
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case E_META_DROPSPENSER_FACING_XP: Direction = 270; break; // EAST
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