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--!strict | |
local Players = game:GetService("Players") | |
local PhysicsService = game:GetService("PhysicsService") | |
-- Register & Set Collision Groups for our Characters | |
PhysicsService:RegisterCollisionGroup("Players") | |
PhysicsService:CollisionGroupSetCollidable("Players", "Players", false) | |
local function OnCharacterAdded(Character: Model): () |
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--!strict | |
-- // Constants | |
local BLOCK_INDICES: {number} = {0, 1, 2, 3, 4, 5, 6, 7} | |
local WEDGE_INDICES: {number} = {0, 1, 3, 4, 5, 7} | |
local CORNER_INDICES: {number} = {0, 1, 4, 5, 6} | |
-- // Helper Functions |
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--!strict | |
-- // Helper Functions | |
local function Debounce(self: Cooldown): () | |
self.Status = false | |
end | |
-- // Cooldown Class |
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--!strict | |
local Signal = {} | |
Signal.__index = Signal | |
local Connection = {} | |
Connection.__index = Connection | |
function Connection.new(Signal, Callback) |
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--!strict | |
-- // Helper Functions | |
-- Insert Data & Point into Node | |
local function InsertHelper(self: Octree, Node: Node, Point: Vector3, Data: any, Depth: number): () | |
while true do | |
-- Insert the Data directly into the Node | |
if Depth == self.MaxDepth or #Node.DataTables >= self.MaxObjectsPerNode then |
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--!strict | |
local Worker = {} | |
Worker.__index = Worker | |
type Callback = (...any) -> ...any | |
type self = { | |
_ParallelEvent: BindableEvent, |