Remove assigning of spawned Throwable
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@ -383,7 +383,7 @@ void APlayerCharacter::ProcessHits(TArray<FHitResult> hits)
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}
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auto staticMeshComponent = Hit.GetActor()->GetComponentByClass<UStaticMeshComponent>();
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if (staticMeshComponent && !staticMeshComponent->IsSimulatingPhysics() && CurrentWeapon->GetDecalActor())
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{
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FTransform transform;
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@ -664,7 +664,7 @@ void APlayerCharacter::ThrowExplosiveCallback()
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SpawnLocation += (25.0f * GetActorForwardVector());
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SpawnLocation.Z += BoxExtent.Z;
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AThrowable* Throwable = GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
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GetWorld()->SpawnActor<AThrowable>(ThrowableInventory.Pop(), SpawnLocation, FRotator::ZeroRotator);
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}
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}
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