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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
Snap point changes
This correctly fixes snap points for all cinder related to metal floors. Anything cinder will now correctly snap to full cinder walls and vice versa Metal floors will not have gaps so you can correclty create a 1x1 cube (as it should be) Renamed cinder_wall_kit to half_cinder_wall_kit to be in line with full_cinder_wall_kit since I felt it was confusing. cinder_wall_kit seems like it would be full to me. Fixed a string issue when building cancelling to make it more readable.
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@@ -242,29 +242,38 @@ class SnapBuilding {
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class Cinder_DZE: FloorsWallsStairs { //All cinder walls and doors
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.5,"Left"},
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{2.64, 0, 1.5,"Right"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 3.37042,"Top"}
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};
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radius = 10;
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};
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class CinderWall_Preview_DZ: Cinder_DZE {};
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class CinderWall_Preview_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 0,"Left"},
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{2.64, 0, 0,"Right"},
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{0, 0, 1.685,"Top"},
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{0,0,-1.685,"Bottom"}
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};
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};
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class CinderWallDoorway_Preview_DZ: Cinder_DZE {};
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class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {};
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class CinderWallHalf_Preview_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.5,"Left"},
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{2.64, 0, 1.5,"Right"},
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 1.5,"Top"}
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};
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};
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class CinderWall_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.84, 0, 3.2,"Left"},
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{2.84, 0, 3.2,"Right"},
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{0, 0, 3.2,"Top"}
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 3.37042,"Top"},
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{0,0,-1.685,"Bottom"}
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};
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};
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class CinderWallDoorway_DZ: Cinder_DZE {};
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@@ -275,35 +284,34 @@ class SnapBuilding {
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class CinderWallHalf_DZ: Cinder_DZE {
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points[] = {
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{0,0,0,"Pivot"},
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{-2.64, 0, 1.5,"Left"},
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{2.64, 0, 1.5,"Right"},
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{0, 0, 1.5,"Top"}
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{-2.64, 0, 1.685,"Left"},
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{2.64, 0, 1.685,"Right"},
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{0, 0, 1.685,"Top"}
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};
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};
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class CinderWallDoorSmall_DZ: Cinder_DZE {};
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class MetalFloor_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
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class MetalFloor_Preview_DZ: FloorsWallsStairs {
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points[] = {
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{0,0,0.011,"Pivot"},
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{0, -2.64, 0.009,"Back"},
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{0, 2.64, 0.009,"Front"},
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{-2.64, 0, 0.009,"Left"},
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{2.64, 0, 0.009,"Right"}
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{0, -2.64, 0.025,"Back"},
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{0, 2.64, 0.025,"Front"},
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{-2.64, 0, 0.025,"Left"},
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{2.64, 0, 0.025,"Right"}
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};
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radius = 12;
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};
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class MetalFloor_DZ: FloorsWallsStairs{
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points[] = {
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{0,0,0,"Pivot"},
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{0, -2.64, 0.15,"Back"},
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{0, 2.64, 0.15,"Front"},
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{-2.64, 0, 0.15,"Left"},
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{2.64, 0, 0.15,"Right"}
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{0, -2.64, 0.025,"Back"},
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{0, 2.64, 0.025,"Front"},
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{-2.64, 0, 0.025,"Left"},
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{2.64, 0, 0.025,"Right"}
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};
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radius = 12;
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};
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//Non essential Items that only snap to themselves, do whitelist inheritance if you want these to snap
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class WoodCrate_DZ {
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snapTo[] = {
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