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using UnityEngine;
public class PerkIndestructible : MonoBehaviour
{
[SerializeField]
private Equippable indestructiblePerk;
private void Start()
{
if (PerkManager.IsEquipped(indestructiblePerk))
{
TaggedObject componentInChildren = GetComponentInChildren<TaggedObject>();
if ((bool)componentInChildren)
{
componentInChildren.RemoveTag(TagManager.ETag.PlayerOwned);
}
}
Object.Destroy(this);
}
}
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