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Projectile effects are now drained, so that the same projectile can't trigger it's effects on multiple enemies.
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@ -1,4 +1,4 @@
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Item(
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ItemDef(
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name: "Naturalist Walking Stick",
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description: "Heals your allies with the power of nature.",
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kind: Tool(
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@ -75,7 +75,7 @@ impl<'a> System<'a> for Sys {
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continue;
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}
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for effect in projectile.hit_entity.iter().cloned() {
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for effect in projectile.hit_entity.drain(..) {
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match effect {
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projectile::Effect::Damage(healthchange) => {
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let owner_uid = projectile.owner.unwrap();
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