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Try using mainhand item for vfx weapons in some cases.
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@ -64,6 +64,9 @@ public unsafe class WeaponService : IDisposable
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// First call the regular function.
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if (equipSlot is not EquipSlot.Unknown)
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_event.Invoke(actor, equipSlot, ref tmpWeapon);
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// Sage hack for weapons appearing in animations?
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else if (weaponValue == actor.GetMainhand().Value)
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_event.Invoke(actor, EquipSlot.MainHand, ref tmpWeapon);
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_loadWeaponHook.Original(drawData, slot, weapon.Value, redrawOnEquality, unk2, skipGameObject, unk4);
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if (tmpWeapon.Value != weapon.Value)
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