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https://github.com/oliverbooth/VpSharp
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Lock handle when extracting object
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@ -144,29 +144,37 @@ public sealed partial class VirtualParadiseClient
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private async Task<VirtualParadiseObject> ExtractObjectAsync(nint sender)
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{
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var type = (ObjectType)vp_int(sender, IntegerAttribute.ObjectType);
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int id = vp_int(sender, IntegerAttribute.ObjectId);
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int owner = vp_int(sender, IntegerAttribute.ObjectUserId);
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double x = vp_double(sender, FloatAttribute.ObjectX);
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double y = vp_double(sender, FloatAttribute.ObjectY);
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double z = vp_double(sender, FloatAttribute.ObjectZ);
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var position = new Vector3d(x, y, z);
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float rotX = vp_float(sender, FloatAttribute.ObjectRotationX);
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float rotY = vp_float(sender, FloatAttribute.ObjectRotationY);
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float rotZ = vp_float(sender, FloatAttribute.ObjectRotationZ);
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float angle = vp_float(sender, FloatAttribute.ObjectRotationAngle);
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ObjectType type;
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int id;
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int owner;
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Quaternion rotation;
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Vector3d position;
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if (double.IsPositiveInfinity(angle))
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lock (Lock)
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{
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rotation = Quaternion.CreateFromYawPitchRoll(rotY, rotX, rotZ);
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}
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else
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{
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var axis = new Vector3(rotX, rotY, rotZ);
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rotation = Quaternion.CreateFromAxisAngle(axis, angle);
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type = (ObjectType)vp_int(sender, IntegerAttribute.ObjectType);
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id = vp_int(sender, IntegerAttribute.ObjectId);
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owner = vp_int(sender, IntegerAttribute.ObjectUserId);
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double x = vp_double(sender, FloatAttribute.ObjectX);
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double y = vp_double(sender, FloatAttribute.ObjectY);
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double z = vp_double(sender, FloatAttribute.ObjectZ);
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position = new Vector3d(x, y, z);
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float rotX = vp_float(sender, FloatAttribute.ObjectRotationX);
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float rotY = vp_float(sender, FloatAttribute.ObjectRotationY);
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float rotZ = vp_float(sender, FloatAttribute.ObjectRotationZ);
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float angle = vp_float(sender, FloatAttribute.ObjectRotationAngle);
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if (double.IsPositiveInfinity(angle))
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{
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rotation = Quaternion.CreateFromYawPitchRoll(rotY, rotX, rotZ);
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}
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else
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{
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var axis = new Vector3(rotX, rotY, rotZ);
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rotation = Quaternion.CreateFromAxisAngle(axis, angle);
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}
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}
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VirtualParadiseObject virtualParadiseObject = type switch
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