@@ -247,10 +247,10 @@ private void Start()
247247 InitializeLayerMasks ( ) ;
248248
249249 //assign layer mask
250- if ( caster && caster != GameManager . Instance . PlayerEntityBehaviour )
251- layerMask = layerMaskDefault ;
252- else
250+ if ( caster && caster == gm . PlayerEntityBehaviour )
253251 layerMask = layerMaskPlayer ;
252+ else
253+ layerMask = layerMaskDefault ;
254254 }
255255
256256 static void InitializeLayerMasks ( )
@@ -506,9 +506,9 @@ Vector3 GetAimPosition()
506506 // Aim position is from eye level for player or origin for other mobile
507507 // Player must aim from camera position or it feels out of alignment
508508 Vector3 aimPosition = caster . transform . position ;
509- if ( caster == GameManager . Instance . PlayerEntityBehaviour )
509+ if ( caster == gm . PlayerEntityBehaviour )
510510 {
511- aimPosition = GameManager . Instance . MainCamera . transform . position ;
511+ aimPosition = gm . MainCamera . transform . position ;
512512 }
513513
514514 //projectile offset code moved here for accuracy
@@ -550,9 +550,9 @@ Vector3 GetAimDirection()
550550
551551 // Aim direction should be from camera for player or facing for other mobile
552552 Vector3 aimDirection = Vector3 . zero ;
553- if ( caster == GameManager . Instance . PlayerEntityBehaviour )
553+ if ( caster == gm . PlayerEntityBehaviour )
554554 {
555- aimDirection = GameManager . Instance . MainCamera . transform . forward ;
555+ aimDirection = gm . MainCamera . transform . forward ;
556556 }
557557 else if ( enemySenses )
558558 {
@@ -568,7 +568,7 @@ Vector3 GetAimDirection()
568568 aimDirection = ( predictedPosition - caster . transform . position ) . normalized ;
569569
570570 // Enemy archers must aim lower to compensate for crouched player capsule
571- if ( IsArrow && enemySenses . Target ? . EntityType == EntityTypes . Player && GameManager . Instance . PlayerMotor . IsCrouching )
571+ if ( IsArrow && enemySenses . Target ? . EntityType == EntityTypes . Player && gm . PlayerMotor . IsCrouching )
572572 aimDirection += Vector3 . down * 0.05f ;
573573 }
574574
@@ -651,7 +651,7 @@ void AssignBowDamageToTarget(Collider arrowHitCollider)
651651 return ;
652652 }
653653
654- if ( caster != GameManager . Instance . PlayerEntityBehaviour )
654+ if ( caster != gm . PlayerEntityBehaviour )
655655 {
656656 if ( targetEntities [ 0 ] == caster . GetComponent < EnemySenses > ( ) . Target )
657657 {
@@ -665,8 +665,8 @@ void AssignBowDamageToTarget(Collider arrowHitCollider)
665665 else
666666 {
667667 Transform hitTransform = arrowHitCollider . gameObject . transform ;
668- GameManager . Instance . WeaponManager . WeaponDamage (
669- GameManager . Instance . WeaponManager . LastBowUsed ,
668+ gm . WeaponManager . WeaponDamage (
669+ gm . WeaponManager . LastBowUsed ,
670670 true ,
671671 isArrowSummoned ,
672672 hitTransform ,
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