public void UpdateStateObjects() { if (OWInput.GetInputMode() == InputMode.None) { return; } FlashLight?.UpdateState(FlagsHelper.IsSet(State, State.Flashlight)); Translator?.ChangeEquipState(FlagsHelper.IsSet(State, State.Translator)); ProbeLauncher?.ChangeEquipState(FlagsHelper.IsSet(State, State.ProbeLauncher)); Signalscope?.ChangeEquipState(FlagsHelper.IsSet(State, State.Signalscope)); PlayerRegistry.GetSyncObject <AnimationSync>(NetId)?.SetSuitState(FlagsHelper.IsSet(State, State.Suit)); }
public void UpdateStateObjects() { if (OWInput.GetInputMode() == InputMode.None) { return; } FlashLight?.UpdateState(FlagsHelper.IsSet(State, State.Flashlight)); Translator?.ChangeEquipState(FlagsHelper.IsSet(State, State.Translator)); ProbeLauncher?.ChangeEquipState(FlagsHelper.IsSet(State, State.ProbeLauncher)); Signalscope?.ChangeEquipState(FlagsHelper.IsSet(State, State.Signalscope)); QSBCore.UnityEvents.RunWhen(() => QSBPlayerManager.GetSyncObject <AnimationSync>(PlayerId) != null, () => QSBPlayerManager.GetSyncObject <AnimationSync>(PlayerId).SetSuitState(FlagsHelper.IsSet(State, State.Suit))); }
public void UpdateObjectsFromStates() { if (OWInput.GetInputMode() == InputMode.None) { // ? why is this here lmao return; } if (CameraBody == null) { return; } FlashLight?.UpdateState(FlashlightActive); Translator?.ChangeEquipState(TranslatorEquipped); ProbeLauncher?.ChangeEquipState(ProbeLauncherEquipped); Signalscope?.ChangeEquipState(SignalscopeEquipped); AnimationSync.SetSuitState(SuitedUp); }