- fix: engine update fix
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@@ -19,7 +19,7 @@ public sealed partial class DungeonJob
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var gen = _prototype.Index<DungeonPresetPrototype>(preset);
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var dungeonRotation = _dungeon.GetDungeonRotation(seed);
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var dungeonTransform = Matrix3.CreateTransform(_position, dungeonRotation);
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var dungeonTransform = Matrix3Helpers.CreateTransform(_position, dungeonRotation);
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var roomPackProtos = new Dictionary<Vector2i, List<DungeonRoomPackPrototype>>();
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foreach (var pack in _prototype.EnumeratePrototypes<DungeonRoomPackPrototype>())
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@@ -128,7 +128,7 @@ public sealed partial class DungeonJob
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var aRotation = dir.AsDir().ToAngle();
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// Use this pack
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packTransform = Matrix3.CreateTransform(bounds.Center, aRotation);
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packTransform = Matrix3Helpers.CreateTransform(bounds.Center, aRotation);
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packRotations[i] = aRotation;
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pack = aPack;
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break;
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@@ -176,7 +176,7 @@ public sealed partial class DungeonJob
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if (!roomProtos.TryGetValue(roomDimensions, out roomProto))
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{
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Matrix3.Multiply(packTransform, dungeonTransform, out matty);
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ContentMathHelper.Multiply(packTransform, dungeonTransform, out matty);
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for (var x = roomSize.Left; x < roomSize.Right; x++)
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{
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@@ -209,10 +209,10 @@ public sealed partial class DungeonJob
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roomRotation += Math.PI;
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}
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var roomTransform = Matrix3.CreateTransform(roomSize.Center - packCenter, roomRotation);
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var roomTransform = Matrix3Helpers.CreateTransform(roomSize.Center - packCenter, roomRotation);
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Matrix3.Multiply(roomTransform, packTransform, out matty);
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Matrix3.Multiply(matty, dungeonTransform, out var dungeonMatty);
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ContentMathHelper.Multiply(roomTransform, packTransform, out matty);
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ContentMathHelper.Multiply(matty, dungeonTransform, out var dungeonMatty);
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// The expensive bit yippy.
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_dungeon.SpawnRoom(gridUid, grid, dungeonMatty, room);
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@@ -75,8 +75,8 @@ public sealed partial class DungeonSystem
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roomRotation = GetRoomRotation(room, random);
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}
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var roomTransform = Matrix3.CreateTransform((Vector2) room.Size / 2f, roomRotation);
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Matrix3.Multiply(roomTransform, originTransform, out var finalTransform);
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var roomTransform = Matrix3Helpers.CreateTransform((Vector2) room.Size / 2f, roomRotation);
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ContentMathHelper.Multiply(roomTransform, originTransform, out var finalTransform);
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SpawnRoom(gridUid, grid, finalTransform, room, clearExisting);
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}
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