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Manual recursion fix
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b722297ad5
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@ -365,6 +365,15 @@ namespace NewHorizons.Builder.Props
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var success = PairEntrance(innerFogWarpVolume, config.linksTo);
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var success = PairEntrance(innerFogWarpVolume, config.linksTo);
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if (!success) RecordUnpairedNode(innerFogWarpVolume, config.linksTo);
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if (!success) RecordUnpairedNode(innerFogWarpVolume, config.linksTo);
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if (config.preventRecursionCrash)
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{
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Delay.FireOnNextUpdate(() =>
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{
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var destination = GetOuterFogWarpVolumeFromAstroObject(AstroObjectLocator.GetAstroObject(config.linksTo).gameObject);
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if (destination != null) destination._senderWarps.Remove(innerFogWarpVolume);
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});
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}
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// Cleanup for dimension exits
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// Cleanup for dimension exits
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if (config.name != null)
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if (config.name != null)
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{
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{
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@ -134,6 +134,12 @@ namespace NewHorizons.External.Modules
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/// </summary>
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/// </summary>
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public int[] possibleExits;
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public int[] possibleExits;
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/// <summary>
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/// If your game hard crashes upon entering bramble, it's most likely because you have indirectly recursive dimensions, i.e. one leads to another that leads back to the first one.
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/// Set this to true for one of the nodes in the recursion to fix this, at the cost of it no longer showing markers for the scout, ship, etc.
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/// </summary>
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[DefaultValue(false)] public bool preventRecursionCrash = false;
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#region Obsolete
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#region Obsolete
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[Obsolete("farFogTint is deprecated, please use fogTint instead")]
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[Obsolete("farFogTint is deprecated, please use fogTint instead")]
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