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- apply clearscope to ApplyDamageFactor
as well
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@ -684,7 +684,7 @@ class Actor : Thinker native
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native Actor, Actor SpawnPlayerMissile(class<Actor> type, double angle = 1e37, double x = 0, double y = 0, double z = 0, out FTranslatedLineTarget pLineTarget = null, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
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native void SpawnTeleportFog(Vector3 pos, bool beforeTele, bool setTarget);
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native Actor RoughMonsterSearch(int distance, bool onlyseekable = false, bool frontonly = false, double fov = 0);
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native int ApplyDamageFactor(Name damagetype, int damage);
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native clearscope int ApplyDamageFactor(Name damagetype, int damage);
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native int GetModifiedDamage(Name damagetype, int damage, bool passive, Actor inflictor = null, Actor source = null, int flags = 0);
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native bool CheckBossDeath();
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native bool CheckFov(Actor target, double fov);
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