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Stop propagated signals from having a detection area (#769)
<!-- Be sure to reference the existing issue if it exists --> ## Bug fixes - Fixed an issue where Bramble-propagated signals would have a detection area. [planets.zip](https://github.com/Outer-Wilds-New-Horizons/new-horizons/files/13880774/planets.zip) The attached file puts a bramble node near the Hearthian Village that demonstrates the different behaviors.
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@ -402,6 +402,11 @@ namespace NewHorizons.Builder.Props
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signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
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signalGO.GetComponent<AudioSignal>()._sourceRadius = 1;
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signalGO.transform.position = brambleNode.transform.position;
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signalGO.transform.position = brambleNode.transform.position;
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signalGO.transform.parent = brambleNode.transform;
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signalGO.transform.parent = brambleNode.transform;
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//Don't need the unknown signal detection bits
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Component.Destroy(signalGO.GetComponent<AudioSignalDetectionTrigger>());
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Component.Destroy(signalGO.GetComponent<OWTriggerVolume>());
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Component.Destroy(signalGO.GetComponent<SphereShape>());
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}
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}
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}
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}
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