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-rw-r--r--Valheim_r202102_v0.141.2/Valheim/assembly_valheim/Odin.cs55
1 files changed, 0 insertions, 55 deletions
diff --git a/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/Odin.cs b/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/Odin.cs
deleted file mode 100644
index 7a82e11..0000000
--- a/Valheim_r202102_v0.141.2/Valheim/assembly_valheim/Odin.cs
+++ /dev/null
@@ -1,55 +0,0 @@
-using UnityEngine;
-
-public class Odin : MonoBehaviour
-{
- public float m_despawnCloseDistance = 20f;
-
- public float m_despawnFarDistance = 50f;
-
- public EffectList m_despawn = new EffectList();
-
- public float m_ttl = 300f;
-
- private float m_time;
-
- private ZNetView m_nview;
-
- private void Awake()
- {
- m_nview = GetComponent<ZNetView>();
- }
-
- private void Update()
- {
- if (!m_nview.IsOwner())
- {
- return;
- }
- Player closestPlayer = Player.GetClosestPlayer(base.transform.position, m_despawnFarDistance);
- if (closestPlayer == null)
- {
- m_despawn.Create(base.transform.position, base.transform.rotation);
- m_nview.Destroy();
- ZLog.Log("No player in range, despawning");
- return;
- }
- Vector3 forward = closestPlayer.transform.position - base.transform.position;
- forward.y = 0f;
- forward.Normalize();
- base.transform.rotation = Quaternion.LookRotation(forward);
- if (Vector3.Distance(closestPlayer.transform.position, base.transform.position) < m_despawnCloseDistance)
- {
- m_despawn.Create(base.transform.position, base.transform.rotation);
- m_nview.Destroy();
- ZLog.Log("Player go too close,despawning");
- return;
- }
- m_time += Time.deltaTime;
- if (m_time > m_ttl)
- {
- m_despawn.Create(base.transform.position, base.transform.rotation);
- m_nview.Destroy();
- ZLog.Log("timeout " + m_time + " , despawning");
- }
- }
-}