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@ -20,7 +20,7 @@ namespace NewHorizons.Builder.Body
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}
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}
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else
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else
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{
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{
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groundGO.transform.localScale *= 2;
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groundGO.transform.localScale *= 2; // Multiply by 2 to match top layer
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}
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}
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groundGO.SetActive(true);
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groundGO.SetActive(true);
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@ -25,7 +25,7 @@ namespace NewHorizons.Handlers
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SkyboxBuilder.Make(system.Config.Skybox, system.Mod);
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SkyboxBuilder.Make(system.Config.Skybox, system.Mod);
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}
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}
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// No time loop or travel audio at the eye
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if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") return;
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if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") return;
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if (system.Config.enableTimeLoop)
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if (system.Config.enableTimeLoop)
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@ -295,6 +295,8 @@ namespace NewHorizons
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if (isEyeOfTheUniverse)
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if (isEyeOfTheUniverse)
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{
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{
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// Create astro objects for eye and vessel because they didn't have them somehow.
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var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body");
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var eyeOfTheUniverse = SearchUtilities.Find("EyeOfTheUniverse_Body");
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var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>();
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var eyeSector = eyeOfTheUniverse.FindChild("Sector_EyeOfTheUniverse").GetComponent<Sector>();
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var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>();
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var eyeAO = eyeOfTheUniverse.AddComponent<EyeAstroObject>();
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@ -320,12 +322,14 @@ namespace NewHorizons
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eyeSector.GetComponent<SphereShape>().SetLayer(Shape.Layer.Sector);
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eyeSector.GetComponent<SphereShape>().SetLayer(Shape.Layer.Sector);
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// Resize vessel sector so that the vessel is fully collidable.
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var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");
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var vesselSectorTrigger = vesselSector.gameObject.FindChild("SectorTriggerVolume_VesselBridge");
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vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f);
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vesselSectorTrigger.transform.localPosition = new Vector3(0, 0, -207.375f);
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var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>();
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var vesselSectorTriggerBox = vesselSectorTrigger.GetComponent<BoxShape>();
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vesselSectorTriggerBox.size = new Vector3(600, 600, 600);
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vesselSectorTriggerBox.size = new Vector3(600, 600, 600);
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vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector);
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vesselSectorTriggerBox.SetLayer(Shape.Layer.Sector);
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// Why were the vessel's lights inside the eye? Let's move them from the eye to vessel.
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var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel");
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var vesselPointlight = eyeSector.gameObject.FindChild("Pointlight_NOM_Vessel");
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vesselPointlight.transform.SetParent(vesselSector.transform, true);
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vesselPointlight.transform.SetParent(vesselSector.transform, true);
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var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel");
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var vesselSpotlight = eyeSector.gameObject.FindChild("Spotlight_NOM_Vessel");
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@ -333,6 +337,7 @@ namespace NewHorizons
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var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel");
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var vesselAmbientLight = eyeSector.gameObject.FindChild("AmbientLight_Vessel");
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vesselAmbientLight.transform.SetParent(vesselSector.transform, true);
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vesselAmbientLight.transform.SetParent(vesselSector.transform, true);
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// Add sector streaming to vessel just in case some one moves the vessel.
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var vesselStreaming = new GameObject("Sector_Streaming");
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var vesselStreaming = new GameObject("Sector_Streaming");
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vesselStreaming.transform.SetParent(vesselSector.transform, false);
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vesselStreaming.transform.SetParent(vesselSector.transform, false);
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var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>();
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var vessel_ss = vesselStreaming.AddComponent<SectorStreaming>();
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@ -481,6 +486,7 @@ namespace NewHorizons
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}
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}
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else if (isEyeOfTheUniverse)
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else if (isEyeOfTheUniverse)
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{
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{
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// There is no wake up in eye scene
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
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Instance.ModHelper.Events.Unity.FireOnNextUpdate(() =>
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{
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{
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IsSystemReady = true;
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IsSystemReady = true;
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@ -768,7 +774,7 @@ namespace NewHorizons
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}
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}
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else
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else
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{
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{
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PlayerData.SaveEyeCompletion();
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PlayerData.SaveEyeCompletion(); // So that the title screen doesn't keep warping you back to eye
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if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsElapsedInLoop = TimeLoop.GetSecondsElapsed();
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if (SystemDict[_currentStarSystem].Config.enableTimeLoop) SecondsElapsedInLoop = TimeLoop.GetSecondsElapsed();
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else SecondsElapsedInLoop = -1;
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else SecondsElapsedInLoop = -1;
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@ -15,6 +15,7 @@ namespace NewHorizons.Patches
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private static void SwitchToDefaultIfAtEyeGoingToSS(OWScene scene)
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private static void SwitchToDefaultIfAtEyeGoingToSS(OWScene scene)
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{
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{
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// Switch to default just in case another mod warps back.
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if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse" && scene == OWScene.SolarSystem) Main.Instance._currentStarSystem = Main.Instance.DefaultStarSystem;
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if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse" && scene == OWScene.SolarSystem) Main.Instance._currentStarSystem = Main.Instance.DefaultStarSystem;
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}
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}
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@ -30,6 +31,7 @@ namespace NewHorizons.Patches
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[HarmonyPatch(typeof(SubmitActionLoadScene), nameof(SubmitActionLoadScene.ConfirmSubmit))]
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[HarmonyPatch(typeof(SubmitActionLoadScene), nameof(SubmitActionLoadScene.ConfirmSubmit))]
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public static void SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance)
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public static void SubmitActionLoadScene_ConfirmSubmit(SubmitActionLoadScene __instance)
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{
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{
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// Title screen can warp you to eye and cause problems.
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if (__instance._sceneToLoad == SubmitActionLoadScene.LoadableScenes.EYE) Main.Instance._currentStarSystem = "EyeOfTheUniverse";
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if (__instance._sceneToLoad == SubmitActionLoadScene.LoadableScenes.EYE) Main.Instance._currentStarSystem = "EyeOfTheUniverse";
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}
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}
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