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Fixed entity axis index crash (was using i instead of j)
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1 changed files with 1 additions and 1 deletions
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@ -4316,7 +4316,7 @@ void ClientGameCommandManager::UpdateEmitter(
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VectorCopy(current_entity->origin, m_spawnthing->linked_origin);
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for (j = 0; j < 3; j++) {
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VectorMA(m_spawnthing->linked_origin, ori.origin[i], current_entity->axis[i], m_spawnthing->linked_origin);
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VectorMA(m_spawnthing->linked_origin, ori.origin[i], current_entity->axis[j], m_spawnthing->linked_origin);
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}
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MatrixMultiply(ori.axis, current_entity->axis, m_spawnthing->linked_axis);
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}
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