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Game object Lua configs use individual unit tables
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@@ -61,7 +61,7 @@ namespace battleship{
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MeshData::Vertex *verts = meshData.vertices;
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int numVerts = 3 * meshData.numTris;
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float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
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float maxUnevenness = .5, unevenness = 0;
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for(int i = 0; i < numVerts; i++){
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float diffX = fabs(s.getPos().x - verts[i].pos.x);
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@@ -101,9 +101,8 @@ namespace battleship{
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if(results.empty()) return;
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Vector3 newPos, rowEnd;
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sol::table unitTable = generateView()[gameObjectFrames[0].getGameObjTableName()]["unitCornerPoints"][gameObjectFrames[0].getId() + 1];
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float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
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float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
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sol::table sizeTable = generateView()[gameObjectFrames[0].getGameObjTableName()][gameObjectFrames[0].getId() + 1]["size"];
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float width = sizeTable["x"], length = sizeTable["z"];
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if(paintSelecting)
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paintSelect(results[0].pos, width, length);
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