forked from MagicBane/Server
Sea level logic updated.
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@@ -229,31 +229,29 @@ public class Zone extends AbstractGameObject {
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this.parent = value;
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this.parentZoneID = (this.parent != null) ? this.parent.getObjectUUID() : 0;
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if (this.parent != null) {
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this.absX = this.xCoord + parent.absX;
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this.absY = this.yCoord + parent.absY;
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this.absZ = this.zCoord + parent.absZ;
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if (this.minLvl == 0 || this.maxLvl == 0) {
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this.minLvl = this.parent.minLvl;
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this.maxLvl = this.parent.maxLvl;
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}
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} else { //only the Sea Floor zone does not have a parent
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this.absX = this.xCoord;
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this.absY = MBServerStatics.SEA_FLOOR_ALTITUDE;
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this.absZ = this.zCoord;
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}
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// Zone AABB is set here as it's coordinate space is world requiring a parent.
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this.setBounds();
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// Seafloor
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if (this.parent == null) {
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this.absX = this.xCoord;
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this.absY = MBServerStatics.SEA_FLOOR_ALTITUDE;
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this.absZ = this.zCoord;
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this.seaLevel = 0;
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return;
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}
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this.absX = this.xCoord + parent.absX;
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this.absY = this.yCoord + parent.absY;
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this.absZ = this.zCoord + parent.absZ;
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if (this.minLvl == 0 || this.maxLvl == 0) {
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this.minLvl = this.parent.minLvl;
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this.maxLvl = this.parent.maxLvl;
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}
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if (this.getHeightMap() != null && this.getHeightMap().getSeaLevel() != 0)
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this.seaLevel = this.worldAltitude + this.getHeightMap().getSeaLevel();
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else
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