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Fix the fix to the fix to dead reckoning
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@ -877,6 +877,7 @@ void CCharacter::TickDeferred()
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m_SendCore = m_Core;
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m_ReckoningCore = m_Core;
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m_ReckoningCore.SetCoreWorld(nullptr, Collision(), nullptr);
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m_ReckoningCore.m_Tuning = *GameWorld()->Tuning();
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m_Core.m_Reset = false;
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}
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}
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@ -1916,9 +1917,9 @@ void CCharacter::HandleTuneLayer()
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m_TuneZone = Collision()->IsTune(CurrentIndex);
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if(m_TuneZone)
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m_Core.m_Tuning = m_ReckoningCore.m_Tuning = TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
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m_Core.m_Tuning = TuningList()[m_TuneZone]; // throw tunings from specific zone into gamecore
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else
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m_Core.m_Tuning = m_ReckoningCore.m_Tuning = *Tuning();
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m_Core.m_Tuning = *Tuning();
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if(m_TuneZone != m_TuneZoneOld) // don't send tunigs all the time
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{
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