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@ -857,7 +857,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (IsClient()){
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if (IsClient()){
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_RangeWeapon = CastToClient()->m_inv[MainRange];
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_RangeWeapon = CastToClient()->m_inv[MainRange];
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if (_RangeWeapon && !_RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id)
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if (_RangeWeapon && _RangeWeapon->GetItem() && _RangeWeapon->GetItem()->ID == range_id)
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RangeWeapon = _RangeWeapon;
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RangeWeapon = _RangeWeapon;
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_Ammo = CastToClient()->m_inv[AmmoSlot];
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_Ammo = CastToClient()->m_inv[AmmoSlot];
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@ -996,7 +996,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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}
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}
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if (LaunchProjectile)
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if (LaunchProjectile)
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return;//Shouldn't reach this point, but just in case.
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return;//Shouldn't reach this point durring initial launch phase, but just in case.
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//Weapon Proc
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//Weapon Proc
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if(RangeWeapon && other && !other->HasDied())
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if(RangeWeapon && other && !other->HasDied())
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