fixed inventory + using Sync bindings
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@@ -343,15 +343,20 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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{
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foreach (var weaponEvent in Enum.GetValues<WeaponEvent>())
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{
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var abilities = GetGrantedAbilities(weaponEvent);
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foreach (var ability in abilities.Values)
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{
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EffectsManager.RemoveEffect(ability);
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}
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abilities.Clear();
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RemoveAbilitiesForEvent(weaponEvent);
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}
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}
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public void RemoveAbilitiesForEvent(WeaponEvent weaponEvent)
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{
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var abilities = GetGrantedAbilities(weaponEvent);
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foreach (var ability in abilities.Values)
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{
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EffectsManager.RemoveEffect(ability);
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}
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abilities.Clear();
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}
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public Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> GetGrantedAbilities(WeaponEvent forEvent)
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{
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var abilitiesMap = new Dictionary<WeaponEvent, Dictionary<ForgeAbilityBehavior, ActiveEffectHandle>>
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