Revert "fix hash issue"

This reverts commit c8ccccf9c88c01e5966958338081737f13265baa.
This commit is contained in:
JohnCorby 2022-11-09 12:01:54 -08:00
parent c8ccccf9c8
commit 98def9885a

View File

@ -190,25 +190,19 @@ public static class QSBWorldSync
RemoveWorldObjects();
QSBSceneManager.OnPostSceneLoad += (_, loadScene) =>
{
var allDestroyOnDlc = GetUnityObjects<DestroyOnDLC>();
var allHaveChecked = allDestroyOnDlc.All(x => x._hasChecked == true);
if (QSBCore.IsInMultiplayer && loadScene.IsUniverseScene())
{
// wait for DLC (or non-DLC) objects to be checked for destruction
// then wait another frame so they can actually be destroyed
// this also means that we wait for Awake() and Start() to run
// So objects have time to be deleted, made, whatever
// i.e. wait until Start has been called
// If NH is installed, wait for it to finish generating the solar system
if (ModInteractionManager.IsNHInstalled)
{
// If NH is installed, wait for it to finish generating the solar system
Delay.RunWhen(() => ModInteractionManager.IsNHReady && allHaveChecked,
() => Delay.RunNextFrame(() => BuildWorldObjects(loadScene).Forget()));
Delay.RunWhen(() => ModInteractionManager.IsNHReady, () => BuildWorldObjects(loadScene).Forget());
}
else
{
Delay.RunWhen(() => allHaveChecked,
() => Delay.RunNextFrame(() => BuildWorldObjects(loadScene).Forget()));
Delay.RunNextFrame(() => BuildWorldObjects(loadScene).Forget());
}
}
};