private static bool PrefixFixedUpdate(CollisionEnhancer __instance)
        {
            if (MainSystem.NetworkState < ClientState.Connected)
            {
                return(true);
            }

            if (!VesselImmortalSystem.Singleton.Enabled)
            {
                return(true);
            }

            if (__instance?.part?.vessel != null)
            {
                return(LockSystem.LockQuery.UpdateLockBelongsToPlayer(__instance.part.vessel.id, SettingsSystem.CurrentSettings.PlayerName));
            }

            return(true);
        }
Exemple #2
0
        private static bool PrefixFixedUpdate(CollisionEnhancer __instance)
        {
            if (MainSystem.NetworkState < ClientState.Connected || !__instance.part || !__instance.part.vessel)
            {
                return(true);
            }

            if (__instance.part.vessel.IsImmortal())
            {
                return(false);
            }

            //The vessel have updates queued as it was left there by a player in a future subspace
            if (VesselPositionSystem.Singleton.VesselHavePositionUpdatesQueued(__instance.part.vessel.id))
            {
                return(false);
            }

            return(true);
        }