Quick fix test
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@ -206,7 +206,7 @@ Material:
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- _StencilWriteMask: 6
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- _StencilWriteMaskDepth: 8
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- _StencilWriteMaskGBuffer: 14
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- _StencilWriteMaskMV: 42
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- _StencilWriteMaskMV: 40
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- _SubsurfaceMask: 1
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- _SupportDecals: 1
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- _SurfaceType: 0
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@ -1630,7 +1630,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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_steamAppID: 480
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_serverBindAddress: 76561198308605766
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_serverBindAddress: 76561199343328028
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_port: 7770
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_maximumClients: 3188
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_peerToPeer: 1
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@ -138,15 +138,17 @@ namespace Item
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shootLight.gameObject.SetActive(true);
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// var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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var projectile = Instantiate(projectilePrefab);
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projectile.transform.position = bulletSpawnPoint.transform.position;
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projectile.transform.rotation = bulletSpawnPoint.transform.rotation;
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projectile.transform.localScale =bulletSpawnPoint.transform.localScale;
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InstanceFinder.ServerManager.Spawn(projectile); //var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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//InstanceFinder.ServerManager.Spawn(projectile);
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projectile.transform.localPosition = Vector3.zero;
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/*projectile.transform.localPosition = Vector3.zero;
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projectile.transform.localEulerAngles = Vector3.zero;
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projectile.transform.localScale = Vector3.one;
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projectile.transform.localScale = Vector3.one;*/
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var pRigid = projectile.GetComponent<Rigidbody>();
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/*Modified targeting system
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@ -181,6 +183,7 @@ namespace Item
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pRigid.AddForce(launchVector, ForceMode.Impulse);
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projectile.transform.parent = null;
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shootEffect.Play();
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}
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