Fix static melee effect offsets (#14815)
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@@ -153,10 +153,13 @@ public sealed partial class MeleeWeaponSystem
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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break;
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break;
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case WeaponArcAnimation.None:
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case WeaponArcAnimation.None:
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var (mapPos, mapRot) = _transform.GetWorldPositionRotation(userXform, GetEntityQuery<TransformComponent>());
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var xformQuery = GetEntityQuery<TransformComponent>();
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var xform = Transform(animationUid);
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var (mapPos, mapRot) = _transform.GetWorldPositionRotation(userXform, xformQuery);
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var xform = xformQuery.GetComponent(animationUid);
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xform.AttachToGridOrMap();
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xform.AttachToGridOrMap();
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_transform.SetWorldPosition(xform, mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos));
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var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
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var newLocalPos = _transform.GetInvWorldMatrix(xform.ParentUid, xformQuery).Transform(worldPos);
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_transform.SetLocalPositionNoLerp(xform, newLocalPos);
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if (arcComponent.Fadeout)
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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break;
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break;
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