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using HarmonyLib;
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using QSB.Messaging;
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using QSB.Patches;
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using QSB.Player;
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using QSB.StatueSync.Messages;
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using UnityEngine;
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namespace QSB.StatueSync.Patches;
[HarmonyPatch]
internal class StatuePatches : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnClientConnect;
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[HarmonyPrefix]
[HarmonyPatch(typeof(MemoryUplinkTrigger), nameof(MemoryUplinkTrigger.Update))]
public static bool MemoryUplinkTrigger_Update(MemoryUplinkTrigger __instance)
{
if (StatueManager.Instance.HasStartedStatueLocally)
{
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return true;
}
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if (!__instance._waitForPlayerGrounded || !Locator.GetPlayerController().IsGrounded())
{
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return true;
}
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var playerBody = Locator.GetPlayerBody().transform;
var timberHearth = Locator.GetAstroObject(AstroObject.Name.TimberHearth).transform;
new StartStatueMessage(
timberHearth.InverseTransformPoint(playerBody.position),
Quaternion.Inverse(timberHearth.rotation) * playerBody.rotation,
Locator.GetPlayerCamera().GetComponent<PlayerCameraController>().GetDegreesY()
).Send();
QSBPlayerManager.HideAllPlayers();
return true;
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}
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}