Jerry
not rly active lol
Hi,
I'm not sure if anyone has really bothered to fix this, but on retros using Plus Emulator (including Habboon) when you open the floorplan editor, the floorplan model doesn't prevent you from removing tiles/making tiles higher when 2x2 furniture are placed.
Here's an example of a messy floorplan map with 2x2 furniture placed in a room:
To fix this, go to the FloorPlanEditorRoomPropertiesEvent.cs file and replace everything with:
After that, compile changes and your floorplan editor should look like this with 2x2 furniture placed in the room:
That's it!
I'm not sure if anyone has really bothered to fix this, but on retros using Plus Emulator (including Habboon) when you open the floorplan editor, the floorplan model doesn't prevent you from removing tiles/making tiles higher when 2x2 furniture are placed.
Here's an example of a messy floorplan map with 2x2 furniture placed in a room:
You must be registered for see images attach
To fix this, go to the FloorPlanEditorRoomPropertiesEvent.cs file and replace everything with:
Code:
using System.Linq;
using System.Collections.Generic;
using Plus.HabboHotel.Rooms;
using Plus.HabboHotel.Items;
using Plus.Communication.Packets.Outgoing.Rooms.FloorPlan;
using Plus.Communication.Packets.Outgoing.Rooms.Engine;
using System.Drawing;
namespace Plus.Communication.Packets.Incoming.Rooms.FloorPlan
{
class FloorPlanEditorRoomPropertiesEvent : IPacketEvent
{
public void Parse(HabboHotel.GameClients.GameClient Session, ClientPacket Packet)
{
if (!Session.GetHabbo().InRoom)
return;
Room Room = Session.GetHabbo().CurrentRoom;
if (Room == null)
return;
if (Room.GetGameMap().Model == null)
return;
List<Point> Squares = new List<Point>();
Room.GetRoomItemManager().GetFloor.ToList().ForEach(Item =>
{
Item.GetCoords.ForEach(Point =>
{
if (!Squares.Contains(Point))
Squares.Add(Point);
});
});
Session.SendPacket(new FloorPlanFloorMapComposer(Squares));
Session.SendPacket(new FloorPlanSendDoorComposer(Room.GetGameMap().Model.DoorX, Room.GetGameMap().Model.DoorY, Room.GetGameMap().Model.DoorOrientation));
Session.SendPacket(new RoomVisualizationSettingsComposer(Room.WallThickness, Room.FloorThickness, PlusEnvironment.EnumToBool(Room.Hidewall.ToString())));
Squares.Clear();
Squares = null;
}
}
}
After that, compile changes and your floorplan editor should look like this with 2x2 furniture placed in the room:
You must be registered for see images attach
That's it!