mirror of
https://github.com/copyrighttxt/watrbx-game-engine.git
synced 2026-09-04 20:57:49 +00:00
427 lines
11 KiB
Lua
427 lines
11 KiB
Lua
-----------------
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--DEFAULT VALUES-
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-----------------
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loaded = false
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on = false
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r = 5
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d = 0
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mousedown = false
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---------------
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--PLUGIN SETUP-
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---------------
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self = PluginManager():CreatePlugin()
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self.Deactivation:connect(function()
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Off()
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end)
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toolbar = self:CreateToolbar("Terrain")
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toolbarbutton = toolbar:CreateButton("", "Elevation Brush", "brush.png")
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toolbarbutton.Click:connect(function()
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if on then
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Off()
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elseif loaded then
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On()
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end
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end)
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mouse = self:GetMouse()
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mouse.Button1Down:connect(function()
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onClicked(mouse)
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end)
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mouse.Button1Up:connect(function() mousedown = false end)
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-----------------------
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--FUNCTION DEFINITIONS-
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-----------------------
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--makes a column of blocks from 1 up to height at location (x,z) in cluster c
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--if add is true, blocks below height will be added
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--if clear is true, blocks above height will be cleared
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function coordHeight(x, z, height, add, clear)
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c = game.Workspace.Terrain
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if add then
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for h = 1, height do
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c:SetCell(x, h, z, 1, 0, 0)
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end
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end
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if clear then
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ysize = c.MaxExtents.Max.Y
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for h = height + 1, ysize - 1 do
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c:SetCell(x, h, z, 0, 0, 0)
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end
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end
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end
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--find height at coordinate x, z
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function getHeight(x, z)
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c = game.Workspace.Terrain
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h = 0
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material, wedge, rotation = c:GetCell(x, h + 1, z)
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while material.Value > 0 do
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h = h + 1
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material, wedge, rotation = c:GetCell(x, h + 1, z)
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end
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return h
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end
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function dist(x1, y1, x2, y2)
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return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2))
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end
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function dist3d(x1, y1, z1, x2, y2, z2)
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return math.sqrt(math.pow(dist(x1, z1, x2, z2), 2) + math.pow(math.abs(y2-y1)*100/d, 2))
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end
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--makes a wedge at location x, y, z using info from heightmap instead of GetCell
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--sets cell x, y, z to default material if parameter is provided, if not sets cell x, y, z to be whatever material it previously was
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--returns true if made a wedge, false if the cell remains a block
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function MakeWedge(x, y, z, heightmap, defaultmaterial)
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local c = game.Workspace.Terrain
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--gather info about all the cells around x, y, z
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local surroundings = {} --surroundings is a 3 x 3 x 3 array of the cells adjacent to x, y, z (1 if a cell is there, 0 if not)
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for i = x - 1, x + 1 do
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surroundings[i] = {}
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for j = y - 1, y + 1 do
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surroundings[i][j] = {}
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for k = z - 1, z + 1 do
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heightmapi = heightmap[i]
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height = nil
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if heightmapi then
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height = heightmapi[k]
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end
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if height and height >= j then
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surroundings[i][j][k] = 1
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else
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surroundings[i][j][k] = 0
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end
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end
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end
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end
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--make some useful arrays and counters
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local sides = {} --sides is an array of the material of the 4 adjacent sides
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sides[0] = surroundings[x - 1][y][z]
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sides[1] = surroundings[x][y][z + 1]
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sides[2] = surroundings[x + 1][y][z]
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sides[3] = surroundings[x][y][z - 1]
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local adjacentSides = 0
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for n = 0, 3 do
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if sides[n] > 0 then
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adjacentSides = adjacentSides + 1
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end
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end
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local sidesAbove = {} --sides is an array of the material of the 4 adjacent sides 1 height above
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sidesAbove[0] = surroundings[x - 1][y + 1][z]
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sidesAbove[1] = surroundings[x][y + 1][z + 1]
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sidesAbove[2] = surroundings[x + 1][y + 1][z]
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sidesAbove[3] = surroundings[x][y + 1][z - 1]
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local adjacentSidesAbove = 0
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for n = 0, 3 do
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if sidesAbove[n] > 0 then
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adjacentSidesAbove = adjacentSidesAbove + 1
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end
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end
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local corners = {} --corners is an array of the material of the 4 adjacent corners
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corners[0] = surroundings[x - 1][y][z - 1]
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corners[1] = surroundings[x - 1][y][z + 1]
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corners[2] = surroundings[x + 1][y][z + 1]
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corners[3] = surroundings[x + 1][y][z - 1]
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local adjacentCorners = 0
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for n = 0, 3 do
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if corners[n] > 0 then
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adjacentCorners = adjacentCorners + 1
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end
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end
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local cornersAbove = {} --corners is an array of the material of the 4 adjacent corners 1 height above
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cornersAbove[0] = surroundings[x - 1][y + 1][z - 1]
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cornersAbove[1] = surroundings[x - 1][y + 1][z + 1]
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cornersAbove[2] = surroundings[x + 1][y + 1][z + 1]
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cornersAbove[3] = surroundings[x + 1][y + 1][z - 1]
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local adjacentCornersAbove = 0
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for n = 0, 3 do
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if cornersAbove[n] > 0 then
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adjacentCornersAbove = adjacentCornersAbove + 1
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end
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end
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--determine what type of wedge to make
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local material = nil
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local wedge = nil
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local rotation = nil
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if defaultmaterial then
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material = defaultmaterial
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else
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material, wedge, rotation = c:GetCell(x, y, z) --start with the existing material, wedge, and rotation
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end
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wedge = 0 --default wedge is a block
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rotation = 0 --default rotation is 0
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--type 1: 45 degree ramp //must not have a block on top and must have a block under, and be surrounded by 1 side; or 3 sides and the 2 corners between them
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if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then
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if adjacentSides == 1 then
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for n = 0, 3 do
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if sides[n] > 0 then
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wedge = 1
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rotation = (n + 1) % 4
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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elseif adjacentSides == 3 then
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for n = 0, 3 do
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if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and corners[(n + 2) % 4] > 0 and sides[(n + 2) % 4] > 0 then
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wedge = 1
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rotation = (n + 2) % 4
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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end
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end
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--type 2: 45 degree corner //must not have a block on top and must have a block under, and be surrounded by 2 sides and the 1 corner between them; or 3 sides and 1 corner between 2 of them (facing towards that corner)
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if surroundings[x][y + 1][z] == 0 and surroundings[x][y - 1][z] > 0 then
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for n = 0, 3 do
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if sides[n] > 0 and corners[(n + 1) % 4] > 0 and sides[(n + 1) % 4] > 0 and (adjacentSides == 2 or (adjacentSides == 3 and (corners[(n + 3) % 4] > 0 or (sides[(n + 2) % 4] > 0 and corners[(n + 2) % 4] > 0) or (sides[(n + 3) % 4] > 0 and corners[n] > 0)))) then
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wedge = 2
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rotation = (n + 2) % 4
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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end
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--type 3: 45 degree inverse corner //surrounded by three sides or 4 sides and 3 corners, with nothing above or else a block on top surrounded on 2 sides and the corner between them
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if adjacentSides == 3 and surroundings[x][y + 1][z] > 0 then
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if adjacentCorners > 1 then
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for n = 0, 3 do
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if (corners[n] == 0 or cornersAbove[n] == 0) and (sides[(n - 1) % 4] == 0 or sides[n] == 0) and (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0) then
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wedge = 3
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rotation = (n + 3) % 4
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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end
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elseif adjacentSides == 4 and adjacentCorners == 3 then
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for n = 0, 3 do
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if corners[n] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] > 0 and cornersAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] == 0)) then
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wedge = 3
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rotation = (n + 3) % 4
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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end
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--type 4: half a cube, as if it were cut diagonally from front to back //surrounded by 2 sides
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if adjacentSides == 2 and adjacentCorners < 4 then
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for n = 0, 3 do
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if sides[n] == 0 and sides[(n + 1) % 4] == 0 and (surroundings[x][y + 1][z] == 0 or (sidesAbove[n] == 0 and sidesAbove[(n + 1) % 4] == 0 and sidesAbove[(n + 2) % 4] > 0 and sidesAbove[(n + 3) % 4] > 0)) then
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wedge = 4
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rotation = n
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c:SetCell(x, y, z, material, wedge, rotation)
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return true
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end
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end
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end
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c:SetCell(x, y, z, material, wedge, rotation)
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return false
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end
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--brushes terrain at point (x, y, z) in cluster c
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function brush(x, y, z, r, d)
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c = game.Workspace.Terrain
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for i = x - (r + 3), x + (r + 3) do
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for k = z - (r + 3), z + (r + 3) do
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if d >= 0 then
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inc = 1
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material = 1
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heightoffset = 0
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add = true
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else
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inc = -1
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material = 0
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heightoffset = 1
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add = false
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end
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heightmapi = heightmap[i]
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if heightmapi then
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heightmapik = heightmapi[k]
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else
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heightmap[i] = {}
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end
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if dist(x, z, i, k) < r then
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coordHeight(i, k, y + d, add, not add)
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end
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heightmap[i][k] = getHeight(i, k)
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end
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end
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for ri = 0, r + 2 do
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i = x - ri
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for k = z - (r + 2), z + (r + 2) do
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height = heightmap[i][k]
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if height == nil then
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height = -1
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end
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for h = height, 0, -1 do
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if not MakeWedge(i, h, k, heightmap, 1) then
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break
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end
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end
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end
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i = x + ri
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for k = z - (r + 2), z + (r + 2) do
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height = heightmap[i][k]
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if height == nil then
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height = -1
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end
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for h = height, 0, -1 do
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if not MakeWedge(i, h, k, heightmap, 1) then
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break
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end
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end
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end
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end
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wait(0)
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end
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function onClicked(mouse)
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if on then
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c = game.Workspace.Terrain
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heightmap = {}
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mousedown = true
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brushheight = nil
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while mousedown == true do
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local cellPos = c:WorldToCellPreferSolid(Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
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local x = cellPos.x
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local y = cellPos.y
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local z = cellPos.z
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if brushheight == nil then
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brushheight = y
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end
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brush(x, brushheight, z, r, d)
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print("Brushed at: "..x..", "..brushheight..", "..z)
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end
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end
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end
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function On()
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self:Activate(true)
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toolbarbutton:SetActive(true)
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frame.Visible = true
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for w = 0, 0.3, 0.06 do
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frame.Size = UDim2.new(w, 0, w/2, 0)
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wait(0.0000001)
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end
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radl.Text = "Radius: "..r
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dfl.Text = "Height: "..d
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on = true
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end
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function Off()
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toolbarbutton:SetActive(false)
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radl.Text = ""
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dfl.Text = ""
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for w = 0.3, 0, -0.06 do
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frame.Size = UDim2.new(w, 0, w/2, 0)
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wait(0.0000001)
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end
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frame.Visible = false
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on = false
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end
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------
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--GUI-
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------
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--load library for with sliders
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local RbxGui = LoadLibrary("RbxGui")
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--screengui
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g = Instance.new("ScreenGui", game:GetService("CoreGui"))
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--frame
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frame = Instance.new("Frame", g)
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frame.Position = UDim2.new(0.35, 0, 0.8, 0)
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frame.Size = UDim2.new(0.3, 0, 0.15, 0)
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frame.BackgroundTransparency = 0.5
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frame.Visible = false
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--current radius display label
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radl = Instance.new("TextLabel", frame)
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radl.Position = UDim2.new(0.05, 0, 0.1, 0)
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radl.Size = UDim2.new(0.2, 0, 0.35, 0)
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radl.Text = ""
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radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
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radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
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radl.Font = Enum.Font.ArialBold
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radl.FontSize = Enum.FontSize.Size14
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radl.BorderColor3 = Color3.new(0, 0, 0)
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radl.BackgroundTransparency = 1
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--radius slider
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radSliderGui, radSliderPosition = RbxGui.CreateSlider(5, 0, UDim2.new(0.3, 0, 0.26, 0))
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radSliderGui.Parent = frame
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radBar = radSliderGui:FindFirstChild("Bar")
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radBar.Size = UDim2.new(0.65, 0, 0, 5)
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radSliderPosition.Value = r - 1
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radSliderPosition.Changed:connect(function()
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r = radSliderPosition.Value + 1
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radl.Text = "Radius: "..r
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end)
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--current depth factor display label
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dfl = Instance.new("TextLabel", frame)
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dfl.Position = UDim2.new(0.05, 0, 0.55, 0)
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dfl.Size = UDim2.new(0.2, 0, 0.35, 0)
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dfl.Text = ""
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dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
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dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
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dfl.Font = Enum.Font.ArialBold
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dfl.FontSize = Enum.FontSize.Size14
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dfl.BorderColor3 = Color3.new(0, 0, 0)
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dfl.BackgroundTransparency = 1
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--depth factor slider
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dfSliderGui, dfSliderPosition = RbxGui.CreateSlider(61, 0, UDim2.new(0.3, 0, 0.71, 0))
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dfSliderGui.Parent = frame
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dfBar = dfSliderGui:FindFirstChild("Bar")
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dfBar.Size = UDim2.new(0.65, 0, 0, 5)
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dfSliderPosition.Value = d + 31
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dfSliderPosition.Changed:connect(function()
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d = dfSliderPosition.Value - 31
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dfl.Text = "Height: "..d
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end)
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--------------------------
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--SUCCESSFUL LOAD MESSAGE-
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--------------------------
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loaded = true
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print("Elevation Plugin Loaded") |