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20 bytes added ,  12:53, 3 August 2016
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Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).
 
Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).
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Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop. When one interaction point gets reserved, the children will recursively get reserved as well.
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Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop(E.g. 0->1->2->3->0). When one interaction point gets reserved, the children will recursively get reserved as well.
    
=== Snap points ===
 
=== Snap points ===

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