No, taser shots shouldn't be anchored by default.
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@@ -375,7 +375,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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else
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else
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{
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{
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projectile =
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projectile =
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Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, Owner.Transform.MapPosition);
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Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, baseProjectile.Transform.Coordinates);
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}
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}
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Angle projectileAngle;
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Angle projectileAngle;
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@@ -391,7 +391,6 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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var physics = projectile.GetComponent<IPhysicsComponent>();
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var physics = projectile.GetComponent<IPhysicsComponent>();
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physics.Status = BodyStatus.InAir;
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physics.Status = BodyStatus.InAir;
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projectile.Transform.WorldPosition = Owner.Transform.MapPosition.Position;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectileComponent.IgnoreEntity(shooter);
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@@ -97,6 +97,7 @@
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- state: spark
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- state: spark
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shader: unshaded
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shader: unshaded
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- type: Physics
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- type: Physics
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anchored: false
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edgeslide: false
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edgeslide: false
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hard: false
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hard: false
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shapes:
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shapes:
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