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@ -9,7 +9,7 @@ using System.Threading;
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namespace QSB.EchoesOfTheEye.AlarmTotemSync.WorldObjects;
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/// <summary>
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/// todo make this not NRE (by not doing enable sync) and then readd it back in
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/// TODO: make this not NRE (by not doing enable sync) and then readd it back in
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/// </summary>
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public class QSBAlarmTotem : WorldObject<AlarmTotem>
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{
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@ -21,7 +21,7 @@ namespace QSB.EchoesOfTheEye.LightSensorSync;
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/// - AlarmTotem.CheckPlayerVisible
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/// GhostSensors.FixedUpdate_Sensors
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///
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/// TODO this can probably be massively simplified to work with these uses only
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/// TODO: this can probably be massively simplified to work with these uses only
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/// </summary>
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[RequireComponent(typeof(SingleLightSensor))]
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public class QSBPlayerLightSensor : MonoBehaviour
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@ -16,11 +16,11 @@ using System.Threading;
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namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects;
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/// <summary>
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/// TODO switch this over to some sort of auth system.
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/// TODO: switch this over to some sort of auth system.
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/// list of illuminators doesn't work because if a player illuminates and then leaves,
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/// it'll be considered illuminated forever until they come back.
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///
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/// BUG this also breaks in zone2.
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/// BUG: this also breaks in zone2.
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/// the sector it's enabled in is bigger than the sector the zone2 walls are enabled in :(
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/// maybe this can be fixed by making the collision group use the same sector.
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/// </summary>
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