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misc: do not turn of lamps since lamp player already does it
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VisualPinball.Engine.PinMAME.Unity/Runtime/PinMameGamelogicEngine.cs

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@@ -207,11 +207,6 @@ private void OnDestroy()
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public void OnInit(Player player, TableApi tableApi, BallManager ballManager)
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{
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// turn off all lamps
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foreach (var lamp in _lamps.Values) {
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OnLampChanged?.Invoke(this, new LampEventArgs(lamp.Id, lamp.InternalId, 0));
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}
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string vpmPath = null;
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#if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR

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