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https://github.com/GTA-ASM/SanAndreasUnity
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use separate collision height for shallow water faces
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1 changed files with 5 additions and 2 deletions
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@ -16,7 +16,8 @@ namespace SanAndreasUnity.Behaviours.World
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[SerializeField] private GameObject m_waterCollisionPrefab;
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[SerializeField] private GameObject m_waterCollisionPrefab;
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[SerializeField] private bool m_createCollisionObjects = false;
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[SerializeField] private bool m_createCollisionObjects = false;
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[SerializeField] private float m_collisionHeight = 20f;
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[SerializeField] private float m_collisionHeight = 200f;
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[SerializeField] private float m_shallowCollisionHeight = 10f;
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[SerializeField] private bool m_createVisualsForCollisionObjects = false;
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[SerializeField] private bool m_createVisualsForCollisionObjects = false;
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[HideInInspector] [SerializeField] private List<Transform> m_renderingObjects = new List<Transform>();
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[HideInInspector] [SerializeField] private List<Transform> m_renderingObjects = new List<Transform>();
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@ -151,8 +152,10 @@ namespace SanAndreasUnity.Behaviours.World
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if (this.IsInterior(center.y))
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if (this.IsInterior(center.y))
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center.y += Cell.Singleton.interiorHeightOffset;
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center.y += Cell.Singleton.interiorHeightOffset;
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bool isShallow = (face.Flags & WaterFlags.Shallow) != 0;
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Vector3 size = max - min;
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Vector3 size = max - min;
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size.y = m_collisionHeight;
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size.y = isShallow ? m_shallowCollisionHeight : m_collisionHeight;
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return (center, size);
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return (center, size);
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}
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}
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