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using QSB.Player;
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namespace QSB.TriggerSync.WorldObjects;
public class QSBShrineTrigger : QSBTrigger<QuantumShrine>
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{
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protected override void OnEnter(PlayerInfo player) => player.IsInShrine = true;
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protected override void OnExit(PlayerInfo player) => player.IsInShrine = false;
}