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CBloodFlower: Use GetLctrTransform for projectile pos
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@ -104,7 +104,7 @@ void CBloodFlower::Think(float dt, CStateManager& mgr) {
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void CBloodFlower::DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) {
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if (type == EUserEventType::Projectile) {
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if (x58c_projectileState == 1 && x5bc_projectileDelay <= 0.f) {
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LaunchPollenProjectile(GetLocatorTransform(node.GetLocatorName()), mgr, x614_, 5);
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LaunchPollenProjectile(GetLctrTransform(node.GetLocatorName()), mgr, x614_, 5);
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x58c_projectileState = 0;
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x5bc_projectileDelay = 0.5f;
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}
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@ -116,11 +116,11 @@ void CBloodFlower::DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node
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CPatterned::DoUserAnimEvent(mgr, node, type, dt);
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}
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void CBloodFlower::LaunchPollenProjectile(const zeus::CTransform& xf, CStateManager& mgr, float var_f1, s32 w1) {
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void CBloodFlower::LaunchPollenProjectile(const zeus::CTransform& xf, CStateManager& mgr, float var_f1, s32 maxProjectiles) {
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CProjectileInfo* proj = GetProjectileInfo();
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TLockedToken<CWeaponDescription> projToken = proj->Token();
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if (!projToken || !mgr.CanCreateProjectile(GetUniqueId(), EWeaponType::AI, w1))
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if (!projToken || !mgr.CanCreateProjectile(GetUniqueId(), EWeaponType::AI, maxProjectiles))
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return;
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zeus::CVector3f aimPos = mgr.GetPlayer().GetAimPosition(mgr, 0.f);
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