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cleanup
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@ -67,7 +67,7 @@ namespace QSB.DeathSync
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{
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return;
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}
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// Reset ship position.
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_shipBody.SetVelocity(_shipSpawnPoint.GetPointVelocity());
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_shipBody.WarpToPositionRotation(_shipSpawnPoint.transform.position, _shipSpawnPoint.transform.rotation);
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@ -43,8 +43,8 @@ namespace QSB.SectorSync
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public QSBSector GetClosestSector(Transform trans) // trans rights \o/
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{
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return QSBWorldSync.GetWorldObjects<QSBSector>()
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.Where(sector => sector.Sector != null
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&& !_sectorBlacklist.Contains(sector.Type)
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.Where(sector => sector.Sector != null
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&& !_sectorBlacklist.Contains(sector.Type)
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&& sector.Transform.gameObject.activeInHierarchy)
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.OrderBy(sector => Vector3.Distance(sector.Position, trans.position))
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.First();
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@ -10,7 +10,7 @@ namespace QSB.SectorSync
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private const float CheckInterval = 0.5f;
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private float _checkTimer = CheckInterval;
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private void Update()
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public void Update()
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{
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if (!QSBSectorManager.Instance.IsReady)
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{
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@ -1,7 +1,6 @@
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using QSB.Animation;
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using QSB.Instruments;
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using QSB.Player;
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using QSB.Utility;
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using UnityEngine;
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namespace QSB.TransformSync
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