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fake sector check
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@ -91,11 +91,15 @@ public class QSBSectorManager : WorldObjectManager
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// time loop spinning ring
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{
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// NH can remove this
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var TimeLoopRing_Body = GameObject.Find("TimeLoopRing_Body");
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var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
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// use the same trigger as the parent sector
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FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
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x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
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if (TimeLoopRing_Body)
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{
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var Sector_TimeLoopInterior = GameObject.Find("Sector_TimeLoopInterior").GetComponent<Sector>();
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// use the same trigger as the parent sector
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FakeSector.Create(TimeLoopRing_Body, Sector_TimeLoopInterior,
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x => x._triggerRoot = Sector_TimeLoopInterior._triggerRoot);
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}
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}
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// TH elevators
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@ -49,8 +49,8 @@ public static class QSBWorldSync
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await UniTask.WaitUntil(() => PlayerTransformSync.LocalInstance, cancellationToken: _cts.Token);
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}
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// let nh do things first :)
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// makin it nice and long to be safe
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// let NH do things first :)
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// makin it nice and long to be safe. dw things still work no matter the delay
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await UniTask.DelayFrame(100, cancellationToken: _cts.Token);
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GameInit();
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