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linting
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@ -133,8 +133,9 @@ func snap_position(pos: Vector2) -> Vector2:
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grid_pos += Vector2(Global.grids[0].grid_offset)
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# keeping grid_pos as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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# t_l is for "top left" and so on
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var t_l := grid_pos + Vector2(-Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
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var t_c := grid_pos + Vector2(0, -Global.grids[0].grid_size.y) # t_c is for "top centre" and so on
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var t_c := grid_pos + Vector2(0, -Global.grids[0].grid_size.y)
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var t_r := grid_pos + Vector2(Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
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var m_l := grid_pos + Vector2(-Global.grids[0].grid_size.x, 0)
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var m_c := grid_pos
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@ -158,8 +159,9 @@ func snap_position(pos: Vector2) -> Vector2:
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grid_center += Vector2(Global.grids[0].grid_offset)
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# keeping grid_center as is would have been fine but this adds extra accuracy as to
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# which snap point (from the list below) is closest to mouse and occupy THAT point
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# t_l is for "top left" and so on
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var t_l := grid_center + Vector2(-Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
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var t_c := grid_center + Vector2(0, -Global.grids[0].grid_size.y) # t_c is for "top centre" and so on
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var t_c := grid_center + Vector2(0, -Global.grids[0].grid_size.y)
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var t_r := grid_center + Vector2(Global.grids[0].grid_size.x, -Global.grids[0].grid_size.y)
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var m_l := grid_center + Vector2(-Global.grids[0].grid_size.x, 0)
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var m_c := grid_center
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