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Fixes ship/scout HUD markers being hidden #647
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@ -23,8 +23,7 @@ namespace NewHorizons.External.Configs
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/// <summary>
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/// <summary>
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/// When well past the furthest orbit, should the player be summoned back to the star?
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/// When well past the furthest orbit, should the player be summoned back to the star?
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/// </summary>
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/// </summary>
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[DefaultValue(true)]
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public bool returnToSolarSystemWhenTooFar;
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public bool returnToSolarSystemWhenTooFar = true;
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/// <summary>
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/// <summary>
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/// An override value for the far clip plane. Allows you to see farther.
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/// An override value for the far clip plane. Allows you to see farther.
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@ -1,5 +1,6 @@
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using NewHorizons.Components.EOTE;
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using NewHorizons.Components.EOTE;
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using NewHorizons.OtherMods.VoiceActing;
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using NewHorizons.OtherMods.VoiceActing;
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using NewHorizons.Utility;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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@ -81,7 +82,8 @@ namespace NewHorizons.Handlers
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if (!_cloaks.Any())
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if (!_cloaks.Any())
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{
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{
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Locator.RegisterCloakFieldController(null);
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// For some reason ship/scout HUD markers break if this isn't set to the Stranger when it is disabled #647
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Locator.RegisterCloakFieldController(GameObject.FindObjectOfType<CloakFieldController>());
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Shader.DisableKeyword("_CLOAKINGFIELDENABLED");
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Shader.DisableKeyword("_CLOAKINGFIELDENABLED");
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_cloakLocator.SetCurrentCloak(null);
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_cloakLocator.SetCurrentCloak(null);
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_cloakLocator.enabled = false;
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_cloakLocator.enabled = false;
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