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some improvements
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@@ -1452,6 +1452,12 @@ internal static class ExtendedPlayerControl
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return player.transform.position;
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return player.transform.position;
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}
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}
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public Vector3 Pos3()
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{
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Vector2 pos = player.Pos();
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return new Vector3(pos.x, pos.y, player.transform.position.z);
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}
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// Next 5: https://github.com/Rabek009/MoreGamemodes/blob/master/Modules/ExtendedPlayerControl.cs
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// Next 5: https://github.com/Rabek009/MoreGamemodes/blob/master/Modules/ExtendedPlayerControl.cs
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@@ -150,7 +150,7 @@ internal static class LocateArrow
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}
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}
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// Take the direction vector of the target
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// Take the direction vector of the target
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Vector3 dir = loc - seer.transform.position;
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Vector3 dir = loc - seer.Pos3();
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int index;
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int index;
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if (dir.magnitude < 2)
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if (dir.magnitude < 2)
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@@ -151,7 +151,7 @@ internal static class TargetArrow
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}
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}
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// Take the direction vector of the target
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// Take the direction vector of the target
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Vector3 dir = target.transform.position - seer.transform.position;
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Vector3 dir = target.Pos3() - seer.Pos3();
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int index;
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int index;
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if (dir.magnitude < 2)
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if (dir.magnitude < 2)
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@@ -1,7 +1,6 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using AmongUs.Data;
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using AmongUs.Data;
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using EHR.Patches;
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using EHR.Patches;
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using EHR.Roles;
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using EHR.Roles;
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@@ -98,6 +98,7 @@ public class Shifter : RoleBase
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if (taskState.HasTasks) Main.PlayerStates[killer.PlayerId].TaskState = taskState;
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if (taskState.HasTasks) Main.PlayerStates[killer.PlayerId].TaskState = taskState;
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killer.SyncSettings();
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killer.SyncSettings();
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LateTask.New(() => killer.SetKillCooldown(), 0.2f, log: false);
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// ------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------
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