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Change Wetness after creating draw objects.
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@ -628,5 +628,6 @@ public class StateListener : IDisposable
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_applier.ChangeHatState(new ActorData(gameObject, _creatingIdentifier.ToName()), _creatingState.ModelData.IsHatVisible());
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_applier.ChangeHatState(new ActorData(gameObject, _creatingIdentifier.ToName()), _creatingState.ModelData.IsHatVisible());
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_applier.ChangeWeaponState(new ActorData(gameObject, _creatingIdentifier.ToName()), _creatingState.ModelData.IsWeaponVisible());
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_applier.ChangeWeaponState(new ActorData(gameObject, _creatingIdentifier.ToName()), _creatingState.ModelData.IsWeaponVisible());
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_applier.ChangeWetness(new ActorData(gameObject, _creatingIdentifier.ToName()), _creatingState.ModelData.IsWet());
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}
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}
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}
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}
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