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Fix of game's usage of destroyed objects
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parent
192005a35f
commit
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1 changed files with 12 additions and 7 deletions
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@ -184,7 +184,7 @@ namespace ml_amt
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float l_currentHeight = ___controller.height;
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float l_currentHeight = ___controller.height;
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Vector3 l_newCenter = ____colliderCenter;
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Vector3 l_newCenter = ____colliderCenter;
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l_newCenter.y = (l_newHeight + 0.075f) * 0.5f;
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l_newCenter.y = (l_newHeight + 0.075f) * 0.5f; // Idk where 0.075f has come from
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Vector3 l_currentCenter = ___controller.center;
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Vector3 l_currentCenter = ___controller.center;
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if(__0 || (Mathf.Abs(l_currentHeight - l_newHeight) > (l_currentHeight * 0.05f)) || (Vector3.Distance(l_currentCenter, l_newCenter) > (l_currentHeight * 0.05f)))
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if(__0 || (Mathf.Abs(l_currentHeight - l_newHeight) > (l_currentHeight * 0.05f)) || (Vector3.Distance(l_currentCenter, l_newCenter) > (l_currentHeight * 0.05f)))
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@ -198,13 +198,18 @@ namespace ml_amt
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__instance.groundDistance = l_newRadius;
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__instance.groundDistance = l_newRadius;
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if(__0)
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if(__instance.proxyCollider != null)
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__instance.proxyCollider.radius = l_newRadius;
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{
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__instance.proxyCollider.height = l_newHeight;
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if(__0)
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__instance.proxyCollider.center = new Vector3(0f, l_newCenter.y, 0f);
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__instance.proxyCollider.radius = l_newRadius;
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__instance.proxyCollider.height = l_newHeight;
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__instance.proxyCollider.center = new Vector3(0f, l_newCenter.y, 0f);
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}
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__instance.forceObject.transform.localScale = new Vector3(l_newRadius + 0.1f, l_newHeight, l_newRadius + 0.1f);
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if(__instance.forceObject != null)
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__instance.groundCheck.localPosition = ____colliderCenter;
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__instance.forceObject.transform.localScale = new Vector3(l_newRadius + 0.1f, l_newHeight, l_newRadius + 0.1f);
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if(__instance.groundCheck != null)
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__instance.groundCheck.localPosition = ____colliderCenter;
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___controller.enabled = l_active;
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___controller.enabled = l_active;
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}
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}
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