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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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set FULL tilt to 35
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+6
-5
@@ -29,10 +29,10 @@ local Voxel = {}
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-- it rather than assembling it from four rows. It sits directly after OFF
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-- because that is the order those two get used in.
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--
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-- Its ANGLE is 50 degrees, the same as the rung of that name. The duplicate
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-- Its ANGLE is 35 degrees, the same as the rung of that name. The duplicate
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-- in the table is deliberate: the ladder is a list of what each rung LOOKS
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-- like, and two rungs may look the same while meaning different things.
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Voxel.ANGLES_DEG = { 0, 50, 15, 35, 50, 75 }
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Voxel.ANGLES_DEG = { 0, 35, 15, 35, 50, 75 }
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Voxel.ANGLE_LABELS = { "OFF", "FULL", "15", "35", "50", "75" }
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Voxel.MAX_LEVEL = #Voxel.ANGLES_DEG - 1
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@@ -56,9 +56,10 @@ Voxel.HOTKEY_ORDER = { 0, 2, 3, 4, 5 } -- OFF, 15, 35, 50, 75
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-- The rung a press moves to from `level`.
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--
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-- A level that is not on the key's path -- FULL, reached from the menu --
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-- steps on from whichever rung shows the SAME camera it does. FULL is 50
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-- degrees, so a press from it goes to 75 rather than back to 50, and the key
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-- never appears to do nothing.
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-- steps on from whichever rung shows the SAME camera it does. FULL is 35
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-- degrees, so a press from it goes to 50 rather than back to 35, and the key
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-- never appears to do nothing. Matched by ANGLE rather than by a hardcoded
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-- rung, so retuning FULL moves the key's answer with it.
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function Voxel.nextHotkeyLevel(level)
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level = level or Voxel.level
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local order = Voxel.HOTKEY_ORDER
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