diff --git a/NewHorizons/Patches/PlayerFogWarpDetectorPatches.cs b/NewHorizons/Patches/PlayerFogWarpDetectorPatches.cs index 852a5236..00348490 100644 --- a/NewHorizons/Patches/PlayerFogWarpDetectorPatches.cs +++ b/NewHorizons/Patches/PlayerFogWarpDetectorPatches.cs @@ -1,5 +1,4 @@ using HarmonyLib; -using UnityEngine; namespace NewHorizons.Patches { @@ -9,24 +8,22 @@ namespace NewHorizons.Patches // Morbius moment: they only let fog go away if there is a fog controller on the planet near you // However you can leave these volumes with fog on your screen, or have fog applied by a bramble node on a fogless planet - [HarmonyPrefix] + [HarmonyPostfix] [HarmonyPatch(typeof(PlayerFogWarpDetector), nameof(PlayerFogWarpDetector.LateUpdate))] - public static bool PlayerFogWarpDetector_LateUpdate(PlayerFogWarpDetector __instance) + public static void PlayerFogWarpDetector_LateUpdate(PlayerFogWarpDetector __instance) { if (PlanetaryFogController.GetActiveFogSphere() == null) { - float num = __instance._targetFogFraction; + __instance._fogFraction = 0; if (__instance._playerEffectBubbleController != null) { - __instance._playerEffectBubbleController.SetFogFade(0, __instance._fogColor); + __instance._playerEffectBubbleController.SetFogFade(__instance._fogFraction, __instance._fogColor); } if (__instance._shipLandingCamEffectBubbleController != null) { - __instance._shipLandingCamEffectBubbleController.SetFogFade(0, __instance._fogColor); + __instance._shipLandingCamEffectBubbleController.SetFogFade(__instance._fogFraction, __instance._fogColor); } - return false; } - return true; } } }