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Delete entire solar system using cool EOTS method thanks John
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@ -55,19 +55,22 @@ namespace NewHorizons.Handlers
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public static void RemoveSolarSystem()
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public static void RemoveSolarSystem()
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{
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{
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// Stop the sun from killing the player if they spawn at the center of the solar system
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// Stop the sun from killing the player if they spawn at the center of the solar system
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var sunVolumes = SearchUtilities.Find("Sun_Body/Sector_SUN/Volumes_SUN");
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SearchUtilities.Find("Sun_Body/Sector_SUN/Volumes_SUN").SetActive(false);
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sunVolumes.SetActive(false);
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// Random shit breaks if we don't wait idk why
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Delay.FireInNUpdates(() =>
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foreach (var name in _solarSystemBodies)
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{
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{
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var ao = AstroObjectLocator.GetAstroObject(name);
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// From EOTS thanks corby
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if (ao != null) Delay.FireInNUpdates(() => RemoveBody(ao, false), 2);
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foreach (var rigidbody in CenterOfTheUniverse.s_rigidbodies)
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else NHLogger.LogError($"Couldn't find [{name}]");
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if (rigidbody.name is not "Player_Body" or "Ship_Body")
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}
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rigidbody.gameObject.SetActive(false);
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// Bring the sun back
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foreach (var proxyBody in GameObject.FindObjectsOfType<ProxyBody>())
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Delay.FireInNUpdates(() => { if (Locator.GetAstroObject(AstroObject.Name.Sun).gameObject.activeInHierarchy) { sunVolumes.SetActive(true); } }, 3);
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proxyBody.gameObject.SetActive(false);
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GameObject.FindObjectOfType<SunProxy>().gameObject.SetActive(false);
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foreach (var streamingAssetBundle in StreamingManager.s_activeBundles)
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streamingAssetBundle.Unload();
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}, 2); // Random shit breaks if we don't wait idk why
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}
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}
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public static void RemoveEyeOfTheUniverse()
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public static void RemoveEyeOfTheUniverse()
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