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Fix teleport rifle "backtracking" logic, now pretty sure about this
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@ -187,7 +187,7 @@ void CLaser::DoBounce()
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if(pHit)
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Found = GetNearestAirPosPlayer(pHit->m_Pos, &PossiblePos);
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else
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Found = GetNearestAirPos(Coltile, m_Pos, &PossiblePos);
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Found = GetNearestAirPos(m_Pos, m_From, &PossiblePos);
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if (Found && PossiblePos)
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{
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