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added head rotation sync to pools
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2197eaabb5
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@ -138,6 +138,23 @@ internal class CustomNomaiRemoteCameraPlatform : NomaiShared
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QSBPlayerManager.OnRemovePlayer -= OnRemovePlayer;
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}
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private void LateUpdate()
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{
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// can't put this stuff in Update/UpdateHologramTransforms as
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// manual bone rotations need to happen after the animator has changed them
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if ((_platformActive && _anyoneStillOnPlatform) || _cameraState == CameraState.Disconnecting_FadeIn)
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{
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foreach (var item in _playerToHologram)
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{
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var hologram = item.Value.transform;
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var anim = hologram.GetChild(0).gameObject.GetComponent<Animator>();
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var cameraRotation = item.Key.CameraBody.transform.localRotation.eulerAngles;
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var rotation = Quaternion.Euler(-cameraRotation.y, -cameraRotation.z, cameraRotation.x); // wtf why
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anim.GetBoneTransform(HumanBodyBones.Head).localRotation = rotation;
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}
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}
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}
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private void Update()
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{
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if (_platformActive)
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@ -719,10 +736,6 @@ internal class CustomNomaiRemoteCameraPlatform : NomaiShared
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hologramCopy.GetChild(0).Find("player_mesh_noSuit:Traveller_HEA_Player/player_mesh_noSuit:Player_Head").gameObject.layer = 0;
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hologramCopy.GetChild(0).Find("Traveller_Mesh_v01:Traveller_Geo/Traveller_Mesh_v01:PlayerSuit_Helmet").gameObject.layer = 0;
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// BUG : Look at this again... probably need to sync head rotation to something else
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//var ikSync = hologramCopy.GetChild(0).gameObject.AddComponent<PlayerHeadRotationSync>();
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//ikSync.Init(player.CameraBody.transform);
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if (player.AnimationSync.VisibleAnimator == null)
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{
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DebugLog.ToConsole($"Warning - {playerId}'s VisibleAnimator is null!", MessageType.Error);
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