keep in sync when dead
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@@ -18,7 +18,7 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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for (auto& [key, player] : mapPlayer) {
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bool hit = false;
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if ((m_currentpos - player->GetPosition()).Length() < .6f) {
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if ((m_currentpos - player->GetPosition()).Length() < 1.f) {
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hit = true;
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}
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if ((m_currentpos - player->GetPOV()).Length() < .2f) {
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