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Initial working projectiles
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@@ -80,7 +80,7 @@ void CWaveBeam::Fire(bool underwater, float dt, EChargeState chargeState, const
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zeus::CTransform shotXf = xf * zeus::CTransform::RotateY(zeus::degToRad((randAng + i) * skShotAnglePitch));
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CEnergyProjectile* proj = new CEnergyProjectile(true, weaponDesc, x1c0_weaponType, shotXf,
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x1c8_playerMaterial, GetDamageInfo(mgr, chargeState, chargeFactor1),mgr.AllocateUniqueId(),
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kInvalidAreaId, x1c4_playerId, homingTarget, CWeapon::EProjectileAttrib::ArmCannon, underwater,
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kInvalidAreaId, x1c4_playerId, homingTarget, EProjectileAttrib::ArmCannon, underwater,
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zeus::CVector3f::skOne, {}, -1, false);
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mgr.AddObject(proj);
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proj->Think(dt, mgr);
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