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Manually copy the lantern values in so that it works at the eye
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@ -520,17 +520,35 @@ namespace NewHorizons.Builder.Props
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// needed to fix petals looking backwards, among other things
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var lantern = GetComponent<DreamLanternController>();
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// SearchUtilities caches so its fine
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var sourceLantern = SearchUtilities
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.Find("RingWorld_Body/Sector_RingInterior/Sector_Zone1/Sector_ArtifactHouse_Zone1/Interactibles_ArtifactHouse_Zone1/Prefab_IP_DreamLanternItem_2 (1)")
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.GetComponent<DreamLanternController>();
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// this is set in Awake, we wanna override it
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lantern._origLensFlareBrightness = sourceLantern._lensFlare.brightness;
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lantern._focuserPetalsBaseEulerAngles = sourceLantern._focuserPetalsBaseEulerAngles;
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// Manually copied these values from a artifact lantern so that we don't have to find it (works in Eye)
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lantern._origLensFlareBrightness = 0f;
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lantern._focuserPetalsBaseEulerAngles = new Vector3[]
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{
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new Vector3(0.7f, 270.0f, 357.5f),
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new Vector3(288.7f, 270.1f, 357.4f),
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new Vector3(323.3f, 90.0f, 177.5f),
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new Vector3(35.3f, 90.0f, 177.5f),
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new Vector3(72.7f, 270.1f, 357.5f)
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};
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lantern._dirtyFlag_focus = true;
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lantern._concealerRootsBaseScale = sourceLantern._concealerRootsBaseScale;
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lantern._concealerCoversStartPos = sourceLantern._concealerCoversStartPos;
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lantern._concealerRootsBaseScale = new Vector3[]
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{
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Vector3.one,
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Vector3.one,
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Vector3.one
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};
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lantern._concealerCoversStartPos = new Vector3[]
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{
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new Vector3(0.0f, 0.0f, 0.0f),
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new Vector3(0.0f, -0.1f, 0.0f),
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new Vector3(0.0f, -0.2f, 0.0f),
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new Vector3(0.0f, 0.2f, 0.0f),
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new Vector3(0.0f, 0.1f, 0.0f),
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new Vector3(0.0f, 0.0f, 0.0f)
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};
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lantern._dirtyFlag_concealment = true;
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lantern.UpdateVisuals();
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