Minor tweak

Use the same crossover collision check as wild slots
Area determination is still iffy in Kitakami (for area boost).
Outbreaks don't really separate the tolerance from player-spawn to crossover-encounter (A->B->C) like slots do, but since the tolerances are equivalent, it is the same result. Not really worth refactoring it to store onlook & crossto separately, having them equal is OK for now/ever.
This commit is contained in:
Kurt 2025-07-04 23:33:51 -05:00
parent de84dcd3ba
commit 972827820e

View File

@ -17,9 +17,6 @@ namespace pkNX.WinForms;
public static class MassOutbreakRipper
{
private const float Tolerance = 30f;
private const float TolX = Tolerance, TolY = Tolerance, TolZ = Tolerance;
private static readonly List<PickledOutbreak> Encounters = [];
private static int EncounterIndex;
private static Dictionary<string, (string Name, int Index)> NameDict = [];
@ -377,7 +374,7 @@ private static void AddToJar(IEnumerable<CachedOutbreak> encs)
if (!scene.TryGetContainsCheck(fieldIndex, area, out var subCol))
continue;
if (!subCol.ContainsPoint(pt.X, pt.Y, pt.Z, TolX, TolY, TolZ))
if (!EncounterDumperSV.IsContainedBy(subCol, pt))
continue;
if (!EncounterDumperSV.TryGetPlaceName(ref area, areaInfo, pt, placeNameMap, areas, scene, fieldIndex, out placeName))
continue;