diff --git a/QSB/EchoesOfTheEye/Ghosts/GhostManager.cs b/QSB/EchoesOfTheEye/Ghosts/GhostManager.cs index 2fbec4a5..f5d48e37 100644 --- a/QSB/EchoesOfTheEye/Ghosts/GhostManager.cs +++ b/QSB/EchoesOfTheEye/Ghosts/GhostManager.cs @@ -53,6 +53,9 @@ internal class GhostManager : WorldObjectManager _zone2Director._cityGhosts[i].GetWorldObject().OnIdentifyIntruder += CustomOnCityGhostsIdentifiedIntruder; } + // the collision group sector is smaller than the one for ghost light sensors, + // so ghosts can see thru walls. + // fix this by just changing the collision group sector :P var allCollisionGroups = Resources.FindObjectsOfTypeAll(); var city = allCollisionGroups.First(x => x.name == "City"); city.SetSector(_zone2Director._sector); diff --git a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs index 7a4f3ef2..44fb9a27 100644 --- a/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs +++ b/QSB/EchoesOfTheEye/LightSensorSync/WorldObjects/QSBLightSensor.cs @@ -14,11 +14,6 @@ using System.Threading; namespace QSB.EchoesOfTheEye.LightSensorSync.WorldObjects; -/// -/// BUG: this breaks in zone2. -/// the sector it's enabled in is bigger than the sector the zone2 walls are enabled in :( -/// maybe this can be fixed by making the collision group use the same sector. -/// internal class QSBLightSensor : AuthWorldObject { internal bool _locallyIlluminated;