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Run after Start and then skip 100 frames so orb rising thing stops #958
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@ -249,7 +249,8 @@ namespace NewHorizons.Handlers
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var power = vesselWarpController.transform.Find("PowerSwitchInterface");
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var orb = power.GetComponentInChildren<NomaiInterfaceOrb>(true);
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Delay.FireOnNextUpdate(() => SetupWarpController(vesselWarpController, orb));
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// Run after Start (when pillar is lowered immediately) and then skip 100 frames so that the weird orb rising thing doesn't happen #958
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Delay.RunWhenAndInNUpdates(() => SetupWarpController(vesselWarpController, orb), () => !vesselWarpController._coordinateInterface._pillarRaised, 100);
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return spawnPoint;
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}
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@ -291,7 +292,8 @@ namespace NewHorizons.Handlers
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var power = vesselWarpController.transform.Find("PowerSwitchInterface");
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var orb = power.GetComponentInChildren<NomaiInterfaceOrb>(true);
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Delay.FireOnNextUpdate(() => SetupWarpController(vesselWarpController, orb, true));
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// Run after Start (when pillar is lowered immediately) and then skip 100 frames so that the weird orb rising thing doesn't happen #958
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Delay.RunWhenAndInNUpdates(() => SetupWarpController(vesselWarpController, orb, true), () => !vesselWarpController._coordinateInterface._pillarRaised, 100);
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return vesselSpawnPoint;
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}
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@ -356,7 +358,7 @@ namespace NewHorizons.Handlers
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orb.SetOrbPosition(vesselWarpController._coordinatePowerSlot.transform.position);
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orb._occupiedSlot = vesselWarpController._coordinatePowerSlot;
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orb._enterSlotTime = Time.time;
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Delay.RunWhen(() => !vesselWarpController._coordinateInterface._pillarRaised, () => vesselWarpController.OnSlotActivated(vesselWarpController._coordinatePowerSlot));
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vesselWarpController.OnSlotActivated(vesselWarpController._coordinatePowerSlot);
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vesselWarpController._coordinateCable.SetPowered(true);
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vesselWarpController._cageClosed = true;
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if (vesselWarpController._cageAnimator != null)
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