19 float num =
float.MaxValue;
21 for (
int i = 0; i < m_magnets.Count && i < 8; i++) {
31 float num3 =
float.MaxValue;
45 base.Load(valuesDictionary);
47 string value = valuesDictionary.GetValue<
string>(
"Magnets");
52 base.Save(valuesDictionary);
54 valuesDictionary.SetValue(
"Magnets", value);
57 public override void OnBlockAdded(
int value,
int oldValue,
int x,
int y,
int z) {
61 public override void OnBlockRemoved(
int value,
int newValue,
int x,
int y,
int z) {
virtual bool IsNonAttachable(int value)
SubsystemTerrain SubsystemTerrain
override void OnBlockAdded(int value, int oldValue, int x, int y, int z)
override void Load(ValuesDictionary valuesDictionary)
override void OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ)
DynamicArray< Vector3 > m_magnets
override void Save(ValuesDictionary valuesDictionary)
override void OnBlockRemoved(int value, int newValue, int x, int y, int z)
SubsystemPlayers m_subsystemPlayers
Vector3 FindNearestCompassTarget(Vector3 compassPosition)
override int[] HandledBlocks
static int ExtractContents(int value)
ValuesDictionary ValuesDictionary
static float DistanceSquared(Vector3 v1, Vector3 v2)
static readonly Vector3 Zero