fix bug after merge
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@@ -452,8 +452,6 @@ public partial class CECHostPlayer : CECPlayer
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// Release passive skills
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m_aPsSkills.Clear();
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}
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}
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}
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// Load skill data from command
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// C++: GNET::ElementSkill::LoadSkillData(pCmd);
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@@ -1011,7 +1009,7 @@ public partial class CECHostPlayer : CECPlayer
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// Move to revive position and play revive animation
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PlayAction((int)PLAYER_ACTION_TYPE.ACT_REVIVE);
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// Clear any running dead work if exists
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m_pWorkMan?.FinishRunningWork(CECHPWork.Host_work_ID.WORK_DEAD);
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m_pWorkMan?.FinishRunningWork(CECHPWork.Host_work_ID.WORK_DEAD);
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// Clear corpse state so player is alive again
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m_dwStates &= ~(uint)PlayerNPCState.GP_STATE_CORPSE;
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}
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@@ -1024,7 +1022,7 @@ public partial class CECHostPlayer : CECPlayer
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byte[] buf = (byte[])Msg.dwParam1;
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cmd_notify_hostpos pCmd = GPDataTypeHelper.FromBytes<cmd_notify_hostpos>(buf);
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SetPos(new Vector3(pCmd.vPos.x, pCmd.vPos.y, pCmd.vPos.z));
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}
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// Message MSG_HST_SELTARGET handler
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@@ -1862,9 +1860,9 @@ public partial class CECHostPlayer : CECPlayer
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else if (m_pWorkMan.CanStartWork(Host_work_ID.WORK_TRACEOBJECT))
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{
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CECHPWorkTrace pWork2 = (CECHPWorkTrace)m_pWorkMan.CreateWork(Host_work_ID.WORK_TRACEOBJECT);
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/* pWork2->SetTraceTarget(pWork2->CreatTraceTarget(idCastTarget, CECHPWorkTrace::TRACE_SPELL, bForceAttack), bUseAutoPF);
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pWork2->SetPrepSkill(pSkill);
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m_pWorkMan->StartWork_p1(pWork2);*/
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/* pWork2->SetTraceTarget(pWork2->CreatTraceTarget(idCastTarget, CECHPWorkTrace::TRACE_SPELL, bForceAttack), bUseAutoPF);
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pWork2->SetPrepSkill(pSkill);
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m_pWorkMan->StartWork_p1(pWork2);*/
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bTraceOK = true;
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}
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