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Update to newest worldedit
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@ -51,6 +51,7 @@ Not yet implemented:
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* /contract
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* /contract
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* /outset
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* /outset
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* /inset
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* /inset
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* /cube /hollowcube
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* /copy
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* /copy
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* /move
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* /move
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* /stack
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* /stack
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19
init.lua
19
init.lua
@ -688,19 +688,14 @@ local function pyramid_func(_,_, ...)
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end
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end
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local function my_we_pyramid(pos, axis, height, ...)
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local function my_we_pyramid(pos, axis, height, ...)
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local h = math.ceil(math.abs(height))
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local h = math.ceil(math.abs(height))
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-- This code is commented because of a worldedit pyramid wrapping bug. FIXME
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local pos1 = vector.subtract(pos, h-1)
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--~ local pos1 = vector.subtract(pos, h-1)
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local pos2 = vector.add(pos, h-1)
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--~ local pos2 = vector.add(pos, h-1)
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--~ if height > 0 then
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if height > 0 then
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--~ pos1[axis] = pos[axis]
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pos1[axis] = pos[axis]
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--~ else
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else
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--~ pos2[axis] = pos[axis]
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pos2[axis] = pos[axis]
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--~ end
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end
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-- This workaround doesn't necessarily work right. It worked when tested.
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local pos1 = vector.subtract(pos, h + 15)
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local pos2 = vector.add(pos, h + 15)
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return we_nodeset_wrapper(pyramid_func, pos1, pos2, pos, axis, height, ...)
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return we_nodeset_wrapper(pyramid_func, pos1, pos2, pos, axis, height, ...)
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end
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end
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