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move QSBWineCellarSwitch.cs to WorldObjects to follow folder structure
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@ -1,4 +1,5 @@
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using QSB.Messaging;
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using QSB.EchoesOfTheEye.WineCellar.WorldObjects;
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using QSB.Messaging;
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namespace QSB.EchoesOfTheEye.WineCellar.Messages;
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@ -1,5 +1,6 @@
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using HarmonyLib;
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using QSB.EchoesOfTheEye.WineCellar.Messages;
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using QSB.EchoesOfTheEye.WineCellar.WorldObjects;
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using QSB.Messaging;
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using QSB.Patches;
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using QSB.WorldSync;
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@ -16,7 +17,7 @@ internal class WineCellarPatches : QSBPatch
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{
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if (Remote)
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{
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return;
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return;
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}
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var worldObject = __instance.GetWorldObject<QSBWineCellarSwitch>();
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using Cysharp.Threading.Tasks;
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using QSB.EchoesOfTheEye.WineCellar.WorldObjects;
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using QSB.WorldSync;
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using System.Threading;
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@ -9,6 +10,6 @@ internal class WineCellarManager : WorldObjectManager
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public override WorldObjectScene WorldObjectScene => WorldObjectScene.SolarSystem;
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public override bool DlcOnly => true;
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public async override UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
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public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct)
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=> QSBWorldSync.Init<QSBWineCellarSwitch, WineCellarSwitch>();
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}
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@ -1,5 +1,5 @@
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using QSB.WorldSync;
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namespace QSB.EchoesOfTheEye.WineCellar;
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namespace QSB.EchoesOfTheEye.WineCellar.WorldObjects;
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internal class QSBWineCellarSwitch : WorldObject<WineCellarSwitch> { }
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internal class QSBWineCellarSwitch : WorldObject<WineCellarSwitch> { }
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