From d4a5a6c636d36ec754462b81477b6b42419d9906 Mon Sep 17 00:00:00 2001 From: JohnCorby Date: Wed, 12 Jan 2022 22:13:39 -0800 Subject: [PATCH] use scene load instead of player leave --- QSB/EyeOfTheUniverse/MaskSync/MaskManager.cs | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/QSB/EyeOfTheUniverse/MaskSync/MaskManager.cs b/QSB/EyeOfTheUniverse/MaskSync/MaskManager.cs index 5dcf4500..945c98a3 100644 --- a/QSB/EyeOfTheUniverse/MaskSync/MaskManager.cs +++ b/QSB/EyeOfTheUniverse/MaskSync/MaskManager.cs @@ -1,6 +1,5 @@ using QSB.EyeOfTheUniverse.EyeStateSync.Messages; using QSB.Messaging; -using QSB.Player; using QSB.WorldSync; using System.Linq; using UnityEngine; @@ -12,15 +11,12 @@ namespace QSB.EyeOfTheUniverse.MaskSync private static bool _flickering; private static float _flickerOutTime; - public void Awake() => QSBPlayerManager.OnRemovePlayer += OnPlayerLeave; + public void Awake() => QSBSceneManager.OnSceneLoaded += OnSceneLoaded; - private static void OnPlayerLeave(PlayerInfo player) + private static void OnSceneLoaded(OWScene oldScene, OWScene newScene, bool inUniverse) { - if (player == QSBPlayerManager.LocalPlayer) - { - _flickering = false; - _flickerOutTime = 0f; - } + _flickering = false; + _flickerOutTime = 0f; } public static void FlickerOutShuttle()