fix build for linux :)
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@@ -586,7 +586,7 @@ namespace Housing
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RoomDoorState& door = activeDoors.emplace_back();
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RoomDoorState& door = activeDoors.emplace_back();
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door.RoomComponentID = fields[1].GetInt32();
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door.RoomComponentID = fields[1].GetInt32();
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door.RoomComponentOffset = { fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat() };
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door.RoomComponentOffset = TaggedPosition<Position::XYZ>(fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat());
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door.RoomComponentType = fields[5].GetUInt8();
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door.RoomComponentType = fields[5].GetUInt8();
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door.AttachedRoomGUID = attachedRoomGuid;
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door.AttachedRoomGUID = attachedRoomGuid;
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} while (roomDoors->NextRow());
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} while (roomDoors->NextRow());
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@@ -265,13 +265,13 @@ namespace Housing
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mutation.SourceDoor.RoomComponentID = int32(plan.SourceComponentId);
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mutation.SourceDoor.RoomComponentID = int32(plan.SourceComponentId);
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mutation.SourceDoor.RoomComponentOffset =
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mutation.SourceDoor.RoomComponentOffset =
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{ sourceComponent->OffsetPosition[0], sourceComponent->OffsetPosition[1], sourceComponent->OffsetPosition[2] };
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TaggedPosition<Position::XYZ>(sourceComponent->OffsetPosition[0], sourceComponent->OffsetPosition[1], sourceComponent->OffsetPosition[2]);
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mutation.SourceDoor.RoomComponentType = sourceComponent->ConnectionType ? sourceComponent->ConnectionType : uint8(1);
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mutation.SourceDoor.RoomComponentType = sourceComponent->ConnectionType ? sourceComponent->ConnectionType : uint8(1);
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mutation.SourceDoor.AttachedRoomGUID = plan.Room.RoomGuid;
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mutation.SourceDoor.AttachedRoomGUID = plan.Room.RoomGuid;
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mutation.NewRoomDoor.RoomComponentID = int32(plan.NewRoomComponentId);
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mutation.NewRoomDoor.RoomComponentID = int32(plan.NewRoomComponentId);
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mutation.NewRoomDoor.RoomComponentOffset =
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mutation.NewRoomDoor.RoomComponentOffset =
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{ newComponent->OffsetPosition[0], newComponent->OffsetPosition[1], newComponent->OffsetPosition[2] };
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TaggedPosition<Position::XYZ>(newComponent->OffsetPosition[0], newComponent->OffsetPosition[1], newComponent->OffsetPosition[2]);
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mutation.NewRoomDoor.RoomComponentType = newComponent->ConnectionType ? newComponent->ConnectionType : uint8(1);
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mutation.NewRoomDoor.RoomComponentType = newComponent->ConnectionType ? newComponent->ConnectionType : uint8(1);
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mutation.NewRoomDoor.AttachedRoomGUID = preflight.SourceRoom.RoomGuid;
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mutation.NewRoomDoor.AttachedRoomGUID = preflight.SourceRoom.RoomGuid;
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@@ -375,7 +375,7 @@ namespace Housing
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RoomDoorState& door = doors.emplace_back();
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RoomDoorState& door = doors.emplace_back();
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door.RoomComponentID = fields[0].GetInt32();
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door.RoomComponentID = fields[0].GetInt32();
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door.RoomComponentOffset = { fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat() };
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door.RoomComponentOffset = TaggedPosition<Position::XYZ>(fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat());
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door.RoomComponentType = fields[4].GetUInt8();
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door.RoomComponentType = fields[4].GetUInt8();
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door.AttachedRoomGUID = attachedRoomGuid;
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door.AttachedRoomGUID = attachedRoomGuid;
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} while (connections->NextRow());
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} while (connections->NextRow());
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