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