diff --git a/QSB/EchoesOfTheEye/AlarmTotemSync/Patches/AlarmTotemPatches.cs b/QSB/EchoesOfTheEye/AlarmTotemSync/Patches/AlarmTotemPatches.cs index 10898524..d6525b70 100644 --- a/QSB/EchoesOfTheEye/AlarmTotemSync/Patches/AlarmTotemPatches.cs +++ b/QSB/EchoesOfTheEye/AlarmTotemSync/Patches/AlarmTotemPatches.cs @@ -62,6 +62,7 @@ public class AlarmTotemPatches : QSBPatch __instance._isPlayerVisible = false; __instance._secondsConcealed = 0f; Locator.GetAlarmSequenceController().DecreaseAlarmCounter(); + qsbAlarmTotem.SendMessage(new SetVisibleMessage(false)); } } }); diff --git a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs index d509a854..3d9e3521 100644 --- a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs +++ b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs @@ -46,6 +46,7 @@ public class QSBLightSensor : OwnedWorldObject { if (AttachedObject._startIlluminated) { + // dont need to do _illuminated cuz _startIlluminated means it already sets the thing and fires the event in Start _locallyIlluminated = true; OnDetectLocalLight?.Invoke(); }