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