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Do not require frameAngles for ray-based animation
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@@ -161,7 +161,7 @@ const CCreature & BattleProjectileController::getShooter(const CStack * stack) c
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if(creature->getId() == CreatureID::ARROW_TOWERS)
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creature = owner.siegeController->getTurretCreature(stack->initialPosition);
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if(creature->animation.missileFrameAngles.empty())
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if(creature->animation.missileFrameAngles.empty() && creature->animation.projectileRay.empty())
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{
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logAnim->error("Mod error: Creature '%s' on the Archer's tower is not a shooter. Mod should be fixed. Trying to use archer's data instead...", creature->getNameSingularTranslated());
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creature = CreatureID(CreatureID::ARCHER).toCreature();
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