Add ValidStances checks to BlocksProjectiles and Gate.
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@@ -148,7 +148,7 @@ namespace OpenRA.Mods.Common.Projectiles
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void CalculateVectors()
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{
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// Check for blocking actors
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, target, args.Source,
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if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, args.SourceActor.Owner, target, args.Source,
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info.BeamWidth, out var blockedPos))
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target = blockedPos;
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