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Update GravityBuilder.cs
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@ -36,16 +36,6 @@ namespace NewHorizons.Builder.General
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var owTriggerVolume = gravityGO.AddComponent<OWTriggerVolume>();
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// If it's a focal point dont add collision stuff
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if (config.FocalPoint != null)
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{
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owCollider.enabled = false;
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owTriggerVolume.enabled = false;
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sphereCollider.radius = 0;
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sphereCollider.enabled = false;
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sphereCollider.isTrigger = false;
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}
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// copied from th and qm
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var gravityVolume = gravityGO.AddComponent<GravityVolume>();
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gravityVolume._cutoffAcceleration = 0f;
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@ -70,6 +60,21 @@ namespace NewHorizons.Builder.General
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gravityVolume._isPlanetGravityVolume = true;
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gravityVolume._cutoffRadius = 0f;
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// If it's a focal point dont add collision stuff
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// This is overkill
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if (config.FocalPoint != null)
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{
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owCollider.enabled = false;
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owTriggerVolume.enabled = false;
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sphereCollider.radius = 0;
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sphereCollider.enabled = false;
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sphereCollider.isTrigger = false;
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// This should ensure that even if the player enters the volume, it counts them as being inside the zero-gee cave equivalent
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gravityVolume._cutoffRadius = gravityVolume._upperSurfaceRadius;
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gravityVolume._lowerSurfaceRadius = gravityVolume._upperSurfaceRadius;
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gravityVolume._cutoffAcceleration = 0;
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}
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gravityGO.SetActive(true);
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ao._gravityVolume = gravityVolume;
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