Fixed the round 1 video timer continuing to run when a video was skipped.
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@@ -302,25 +302,25 @@ MonoBehaviour:
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Data:
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- Name: $k
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Entry: 1
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Data: _CameraSwitcher
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Data: _CameraSwitchers
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- Name: $v
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Entry: 7
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Data: 20|UdonSharp.Compiler.FieldDefinition, UdonSharp.Editor
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- Name: <Name>k__BackingField
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Entry: 1
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Data: _CameraSwitcher
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Data: _CameraSwitchers
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- Name: <UserType>k__BackingField
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Entry: 7
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Data: 21|System.RuntimeType, mscorlib
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- Name:
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Entry: 1
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Data: CameraSwitchTrigger, Assembly-CSharp
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Data: CameraSwitchTrigger[], Assembly-CSharp
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- Name:
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Entry: 8
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Data:
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- Name: <SystemType>k__BackingField
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Entry: 9
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Data: 4
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Data: 17
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- Name: <SyncMode>k__BackingField
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Entry: 7
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Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
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@@ -12,7 +12,7 @@ public class FilingCabinet : UdonSharpBehaviour
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[SerializeField] private Animator _Animator;
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[SerializeField] private GameObject[] _DrawerHandleTriggers;
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[SerializeField] private FilingCabinetNoteDispenser[] _NoteDispensers;
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[SerializeField] private CameraSwitchTrigger _CameraSwitcher;
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[SerializeField] private CameraSwitchTrigger[] _CameraSwitchers;
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[UdonSynced, FieldChangeCallback(nameof(Activate))] private bool _Activate = false;
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@@ -176,7 +176,11 @@ public class FilingCabinet : UdonSharpBehaviour
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{
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Trigger.SetActive(_Activate);
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}
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_CameraSwitcher.gameObject.SetActive(_Activate);
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foreach (CameraSwitchTrigger Trigger in _CameraSwitchers)
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{
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Trigger.gameObject.SetActive(_Activate);
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}
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if (!_Activate)
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{
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