dont need to worry about nh destroying stuff anymore, so stop checking for that

This commit is contained in:
JohnCorby 2024-03-10 17:31:48 -07:00
parent 1b0f2cec97
commit 391b9ade56
3 changed files with 4 additions and 22 deletions

View File

@ -37,13 +37,6 @@ public class ModelShipManager : WorldObjectManager
public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct) public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
{ {
// NH can remove this
var modelShip = QSBWorldSync.GetUnityObject<RemoteFlightConsole>()._modelShipBody;
if (!modelShip)
{
return;
}
if (QSBCore.IsHost) if (QSBCore.IsHost)
{ {
Instantiate(QSBNetworkManager.singleton.ModelShipPrefab).SpawnWithServerOwnership(); Instantiate(QSBNetworkManager.singleton.ModelShipPrefab).SpawnWithServerOwnership();

View File

@ -91,17 +91,12 @@ public class QSBSectorManager : WorldObjectManager
// time loop spinning ring // time loop spinning ring
{ {
// NH can remove this
var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body"); var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body");
if (TimeLoopRing_Body)
{
var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>(); var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
// use the same trigger as the parent sector // use the same trigger as the parent sector
FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior, FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot); x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
} }
}
// TH elevators // TH elevators
foreach (var elevator in QSBWorldSync.GetUnityObjects<Elevator>()) foreach (var elevator in QSBWorldSync.GetUnityObjects<Elevator>())

View File

@ -23,12 +23,6 @@ public class OccasionalManager : WorldObjectManager
foreach (var proxy in cannon._realDebrisSectorProxies) foreach (var proxy in cannon._realDebrisSectorProxies)
{ {
// NH can remove these
if (!proxy)
{
continue;
}
SpawnOccasional(proxy.transform.root.GetAttachedOWRigidbody(), gdBody); SpawnOccasional(proxy.transform.root.GetAttachedOWRigidbody(), gdBody);
} }