defender ray fixes
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@@ -393,7 +393,7 @@ void DefenderWeaponBehaviour::spawnTracers(ComponentWrapper cWeapon, WeaponInfo&
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float yaw = std::atan2(lookVector.x, lookVector.z);
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glm::quat orientation = glm::quat(glm::vec3(pitch, yaw, 0));
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rayOrientation = glm::eulerAngles(orientation);
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rayScale.z(glm::length(muzzleToHit));
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rayScale.x(glm::length(muzzleToHit));
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}
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}
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}
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@@ -449,8 +449,8 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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// Temp hit decal
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// EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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// hit["Transform"]["Position"] = pick.Position;
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EntityWrapper hit = ResourceManager::Load<EntityFile>("Schema/Entities/HitTest.xml")->MergeInto(m_World);
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(Field<glm::vec3>)hit["Transform"]["Position"] = pick.Position;
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// Don't let us shoot ourselves in the foot somehow
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if (victim == LocalPlayer) {
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@@ -472,7 +472,7 @@ void DefenderWeaponBehaviour::dealDamage(ComponentWrapper cWeapon, WeaponInfo& w
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}
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damageSum[victim] += pelletDamage;
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// ((glm::vec3&)hit["Model"]["Color"]).b = 1.f;
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((Field<glm::vec4>)hit["Model"]["Color"]).z(1.f);
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}
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// Deal damage!
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