fix using base game static field instead of custom

This commit is contained in:
_nebula 2024-05-04 23:09:28 +01:00
parent 95f6e2023a
commit fee41f562d

View File

@ -260,7 +260,7 @@ public class QSBIdentifyIntruderAction : QSBGhostAction
{ {
_controller.SetLanternConcealed(false, true); _controller.SetLanternConcealed(false, true);
_controller.ChangeLanternFocus(1f, 2f); _controller.ChangeLanternFocus(1f, 2f);
_controller.FaceNodeList(IdentifyIntruderAction.s_nodesToSpotlight, num, TurnSpeed.MEDIUM, 1f, false); _controller.FaceNodeList(s_nodesToSpotlight, num, TurnSpeed.MEDIUM, 1f, false);
return; return;
} }
} }
@ -291,9 +291,9 @@ public class QSBIdentifyIntruderAction : QSBGhostAction
{ {
if (Vector3.Angle(node.neighbors[i].localPosition - localPosition, ignoreDirection) >= 45f) if (Vector3.Angle(node.neighbors[i].localPosition - localPosition, ignoreDirection) >= 45f)
{ {
IdentifyIntruderAction.s_nodesToSpotlight[num] = node.neighbors[i]; s_nodesToSpotlight[num] = node.neighbors[i];
num++; num++;
if (num == IdentifyIntruderAction.s_nodesToSpotlight.Length) if (num == s_nodesToSpotlight.Length)
{ {
break; break;
} }