From 8e8ac84ad22892e10d483e4a32ffbc69a2a16070 Mon Sep 17 00:00:00 2001 From: Noah Pilarski Date: Sat, 3 Sep 2022 11:08:27 -0400 Subject: [PATCH] Comment --- NewHorizons/Handlers/PlanetCreationHandler.cs | 1 + NewHorizons/Main.cs | 3 +++ 2 files changed, 4 insertions(+) diff --git a/NewHorizons/Handlers/PlanetCreationHandler.cs b/NewHorizons/Handlers/PlanetCreationHandler.cs index 0595aae3..4790826a 100644 --- a/NewHorizons/Handlers/PlanetCreationHandler.cs +++ b/NewHorizons/Handlers/PlanetCreationHandler.cs @@ -380,6 +380,7 @@ namespace NewHorizons.Handlers if (Main.Instance.CurrentStarSystem == "EyeOfTheUniverse") { + // Disable any bodies when not at eye, vessel, or vortex. EyeStateActivationController eyeStateActivation = SearchUtilities.Find("SolarSystemRoot").AddComponent(); eyeStateActivation._object = go; eyeStateActivation._activeStates = new EyeState[3] diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs index 290347e3..aaaab893 100644 --- a/NewHorizons/Main.cs +++ b/NewHorizons/Main.cs @@ -341,6 +341,9 @@ namespace NewHorizons var solarSystemRoot = SearchUtilities.Find("SolarSystemRoot"); + // Disable forest and observatory so that a custom body doesn't accidentally pass through them. (they are 6.5km away from eye) + // idk why mobius didn't add activation controllers for these + var forestActivation = solarSystemRoot.AddComponent(); forestActivation._object = eyeSector.gameObject.FindChild("ForestOfGalaxies_Root"); forestActivation._activeStates = new EyeState[]