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@ -143,7 +143,7 @@ internal class LightSensorPatches : QSBPatch
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/// <summary>
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/// to prevent allocating a new list every frame
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/// </summary>
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private static readonly List<DreamLanternController> _prevIlluminatingDreamLanternList = new();
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private static readonly List<DreamLanternController> _illuminatingDreamLanternList = new();
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[HarmonyPrefix]
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[HarmonyPatch(nameof(SingleLightSensor.ManagedFixedUpdate))]
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@ -165,8 +165,8 @@ internal class LightSensorPatches : QSBPatch
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if (__instance._illuminatingDreamLanternList != null)
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{
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_prevIlluminatingDreamLanternList.Clear();
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_prevIlluminatingDreamLanternList.AddRange(__instance._illuminatingDreamLanternList);
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_illuminatingDreamLanternList.Clear();
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_illuminatingDreamLanternList.AddRange(__instance._illuminatingDreamLanternList);
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}
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var illuminated = __instance._illuminated;
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@ -215,7 +215,7 @@ internal class LightSensorPatches : QSBPatch
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}
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if (__instance._illuminatingDreamLanternList != null
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&& !__instance._illuminatingDreamLanternList.SequenceEqual(_prevIlluminatingDreamLanternList))
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&& !__instance._illuminatingDreamLanternList.SequenceEqual(_illuminatingDreamLanternList))
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{
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if (isPlayerLightSensor)
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{
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