RestaurantArrivalGlass.cs
using Sandbox;
namespace PaintballBaddies;
// Generated by tools/build_restaurant_arrival_glass.py from the actual glass meshes.
internal static class RestaurantArrivalGlass
{
private static readonly BBox[] panes =
[
// node000_lr0_b0_s_cb_mesh_nocollapse0.dmx
new(new Vector3(-85.875000f,1943.843750f,89.312500f),new Vector3(67.062500f,1960.531250f,165.281250f)),
// node000_lr0_b0_s_cb_mesh_nocollapse1.dmx
new(new Vector3(-454.593750f,1136.156250f,30.000000f),new Vector3(-442.781250f,1335.468750f,162.375000f)),
// node000_lr0_b0_s_cb_mesh_nocollapse2.dmx
new(new Vector3(-454.593750f,1340.468750f,30.000000f),new Vector3(-442.781250f,1539.781250f,162.375000f)),
// node000_lr0_b0_s_cb_mesh_nocollapse3.dmx
new(new Vector3(-85.875000f,732.781250f,89.312500f),new Vector3(67.062500f,749.468750f,165.281250f)),
// node000_lr0_b0_s_cb_mesh_nocollapse4.dmx
new(new Vector3(226.906250f,1822.968750f,70.000000f),new Vector3(237.000000f,1840.187500f,78.562500f)),
];
internal static bool Contains(ModelRenderer world,Vector3 point)
{
if(world.Model?.Name!=RestaurantServiceExpansion.WorldModel)return false;
var local=world.WorldTransform.PointToLocal(point);
return panes.Any(b=>b.Contains(local));
}
}