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Fix /static fill 2d not recalculating direction each time
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@ -66,7 +66,9 @@ namespace MCGalaxy.Commands.Building {
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BlockID old = p.level.GetBlock(x, y, z);
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if (!CommandParser.IsBlockAllowed(p, "fill over", old)) return false;
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if (dArgs.Mode == DrawMode.volcano) dArgs.Mode = Calc2DFill(p, marks);
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bool is2D = dArgs.Mode == DrawMode.volcano;
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if (is2D) dArgs.Mode = Calc2DFill(p, marks);
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FillDrawOp op = (FillDrawOp)dArgs.Op;
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op.Positions = FillDrawOp.FloodFill(p, p.level.PosToInt(x, y, z), old, dArgs.Mode);
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int count = op.Positions.Count;
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@ -79,6 +81,7 @@ namespace MCGalaxy.Commands.Building {
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success = base.DoDraw(p, marks, state, block);
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}
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if (is2D) dArgs.Mode = DrawMode.volcano;
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op.Positions = null;
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return success;
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}
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@ -100,7 +100,7 @@ namespace MCGalaxy.Commands.Misc {
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public override void Help(Player p) {
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string name = Group.GetColoredName(LevelPermission.Operator);
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Player.Message(p, "%T/Fly");
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Player.Message(p, "%HCreates a grass platform underneath you that moves with you.");
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Player.Message(p, "%HCreates a glass platform underneath you that moves with you.");
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Player.Message(p, "%H May not work if you have high latency.");
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Player.Message(p, "%H Cannot be used on maps which have -hax in their motd. " +
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"(unless you are {0}%H+ and the motd has +ophax)", name);
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