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remove TEMP_ShipBugFix.cs
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using HarmonyLib;
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using QSB.Patches;
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using QSB.Utility;
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using UnityEngine;
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namespace QSB;
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/// <summary>
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/// TODO: remove this when the bug is fixed in vanilla
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/// </summary>
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[HarmonyPatch(typeof(StreamingGroup))]
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internal class TEMP_ShipBugFix : QSBPatch
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{
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public override QSBPatchTypes Type => QSBPatchTypes.OnModStart;
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[HarmonyPrefix]
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[HarmonyPatch(nameof(StreamingGroup.LoadRequiredColliders))]
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private static bool LoadRequiredColliders(StreamingGroup __instance, int priorityBias)
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{
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StreamingManager.LoadStreamingAssets(__instance._terrainColliderSceneMeshBundle, 18 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._structuresColliderSceneMeshBundle, 17 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._batchedRenderersColliderBundle, 18 + priorityBias);
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(nameof(StreamingGroup.UnloadRequiredColliders))]
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private static bool UnloadRequiredColliders(StreamingGroup __instance, float delay)
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{
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StreamingManager.UnloadStreamingAssets(__instance._terrainColliderSceneMeshBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._structuresColliderSceneMeshBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._batchedRenderersColliderBundle, delay);
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(nameof(StreamingGroup.LoadRequiredAssets))]
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private static bool LoadRequiredAssets(StreamingGroup __instance, int priorityBias)
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{
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if (__instance._locked)
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{
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return false;
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}
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StreamingManager.LoadStreamingAssets(__instance._bakedTerrainsBundle, 8 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._batchedRenderersBundle, 8 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._bakedVISRenderersBundle, 8 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._terrainSceneMeshBundle, 8 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._structuresSceneMeshBundle, 7 + priorityBias);
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if (!__instance._streamCollidersOnWakeUp)
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{
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StreamingManager.LoadStreamingAssets(__instance._terrainColliderSceneMeshBundle, 18 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._structuresColliderSceneMeshBundle, 17 + priorityBias);
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StreamingManager.LoadStreamingAssets(__instance._batchedRenderersColliderBundle, 18 + priorityBias);
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}
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__instance._requiredAssetsPriorityBias = priorityBias;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(nameof(StreamingGroup.UnloadRequiredAssets))]
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private static bool UnloadRequiredAssets(StreamingGroup __instance, float delay)
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{
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if (__instance._locked)
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{
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return false;
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}
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StreamingManager.UnloadStreamingAssets(__instance._bakedTerrainsBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._batchedRenderersBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._bakedVISRenderersBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._terrainSceneMeshBundle, delay);
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StreamingManager.UnloadStreamingAssets(__instance._structuresSceneMeshBundle, delay);
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return false;
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}
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}
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