Building System Verse
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using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Fortnite.com/Characters } using { /UnrealEngine.com/Temporary/SpatialMath } building_system := class(creative_device): @editable LuckyBlockPreview : creative_prop = creative_prop{} @editable LuckyBlockPlacement : creative_prop_asset = DefaultCreativePropAsset @editable CheckItem : conditional_button_device = conditional_button_device{} @editable Remote : signal_remote_manager_device = signal_remote_manager_device{} var InitialTransform : transform = transform{} var CurrentTransform : transform = transform{} OnBegin<override>()<suspends>:void= set InitialTransform = LuckyBlockPreview.GetTransform() Remote.PrimarySignalEvent.Subscribe(Place) for (P : GetPlayspace().GetPlayers()): spawn: CheckForItem(P) Place(Agent : agent) : void = SpawnProp(LuckyBlockPlacement, CurrentTransform.Translation, IdentityRotation()) CheckForItem(Agent : agent)<suspends> : void = loop: Sleep(0.0) if: CheckItem.IsHoldingItem[Agent] FC := Agent.GetFortCharacter[] then: R := FC.GetViewRotation() P := FC.GetTransform().Translation Forward := R.GetLocalForward() set CurrentTransform = transform{ Scale := vector3 {X := 0.99, Y := 0.99, Z := 0.99} Rotation := IdentityRotation() Translation := P + (Forward * 250.0) } set CurrentTransform.Translation.X = NormalizeValue(CurrentTransform.Translation.X) set CurrentTransform.Translation.Y = NormalizeValue(CurrentTransform.Translation.Y) set CurrentTransform.Translation.Z = NormalizeValue(CurrentTransform.Translation.Z) if (LuckyBlockPreview.TeleportTo[CurrentTransform]) {} else: if (LuckyBlockPreview.TeleportTo[InitialTransform]) {} NormalizeValue(Value : float) : float = if: RoundedValue := Round[Value] Remainder := Mod[RoundedValue, 100] then: if: Remainder >= 50 then: return (RoundedValue + (100 - Remainder)) * 1.0 else: return (RoundedValue - Remainder) * 1.0 return -1.0
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