update
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@@ -113,7 +113,8 @@ static func room(parent: Node, center: Vector3, size: Vector3, wall_c: Color,
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var h := size.y
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var waende: Array = []
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if with_floor:
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box(parent, center + Vector3(0, -0.1, 0), Vector3(size.x, 0.2, size.z), floor_c)
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# 3 cm über dem Gelände, sonst flimmert der Boden gegen die Insel
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box(parent, center + Vector3(0, -0.07, 0), Vector3(size.x, 0.2, size.z), floor_c)
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var seiten: Array[Vector3] = [Vector3.FORWARD, Vector3.BACK, Vector3.LEFT, Vector3.RIGHT]
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for d in seiten:
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var quer := absf(d.z) > 0.0 # Wand liegt entlang der X-Achse
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@@ -184,6 +185,9 @@ static func schnitt(bauten: Array, spieler: Vector3, kamera: Vector3) -> void:
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b["meshes"] = _meshes_von(b)
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for mi in b["meshes"]:
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(mi as GeometryInstance3D).transparency = 0.82 if im_weg else 0.0
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(mi as GeometryInstance3D).cast_shadow = \
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GeometryInstance3D.SHADOW_CASTING_SETTING_OFF if im_weg \
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else GeometryInstance3D.SHADOW_CASTING_SETTING_ON
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var etagen: Array = b["etagen"]
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var pf := clampi(int(floor((spieler.y - c.y + 0.6) / Orte.ETAGE)), 0, maxi(0, etagen.size() - 1))
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for f in range(etagen.size()):
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