using RoR2; using UnityEngine.Networking; namespace EntityStates.GameOver; public class VoidEndingPlayCutscene : BaseGameOverControllerState { public override void FixedUpdate() { base.FixedUpdate(); if (NetworkServer.active && (!OutroCutsceneController.instance || OutroCutsceneController.instance.cutsceneIsFinished)) { outer.SetNextStateToMain(); } } public override void OnExit() { if ((bool)OutroCutsceneController.instance && (bool)OutroCutsceneController.instance.playableDirector) { OutroCutsceneController.instance.playableDirector.time = OutroCutsceneController.instance.playableDirector.duration; } base.OnExit(); } }