Fix harpoon badly attaching to some static meshes
Just needed to add proper computation of relative location, that takes into account mesh's own rotation.
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@ -710,7 +710,7 @@ function Stick(Actor target, Vector hitLocation) {
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expData.affectedByScream = charAffectedByScream;
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if (!target.IsA('NiceMonster')) {
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hitLocation -= target.location;
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hitLocation = (hitLocation - target.location) << target.rotation;
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boneStick = 'None';
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resultTarget = target;
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} else {
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@ -259,6 +259,7 @@ static function SpawnStuckProjectile(
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} else {
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spawnedBullet.SetBase(base);
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spawnedBullet.SetRelativeLocation(shift);
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spawnedBullet.SetRelativeRotation(direction - base.rotation);
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}
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}
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