diff --git a/HoloPrint.js b/HoloPrint.js index ab4502e..9d15161 100644 --- a/HoloPrint.js +++ b/HoloPrint.js @@ -1045,10 +1045,10 @@ function addBlockValidationParticles(hologramAnimationControllers, structureI, b validateAllState["particle_effects"].push(particleEffect); validationStates[animationStateName]["particle_effects"].push(particleEffect); }); - for(let y = 0; y < structureSize[1]; y++) { + for(let y = 0; y < structureSize[1]; y++) { // layers with no blocks to validate don't have an animation controller state, so transitions to the default state need to be added for when it's on these empty layers if(!layersWithBlocksToValidate.includes(y)) { Object.entries(validationStates).forEach(([validationStateName, validationState]) => { - if(validationStateName != "default") { + if(validationStateName.startsWith(`validate_${structureI}`)) { validationState["transitions"][0]["default"] += ` || v.hologram.layer == ${y}`; } }); diff --git a/entityScripts.molang.js b/entityScripts.molang.js index 7e140c0..26a866c 100644 --- a/entityScripts.molang.js +++ b/entityScripts.molang.js @@ -30,6 +30,7 @@ export function armorStandInitialization() { v.last_hurt_direction = q.hurt_direction; // v.player_action_counter = t.player_action_counter ?? 0; v.player_action_counter = 0; + v.hologram_dir = 0; v.spawn_time = q.time_stamp; v.player_has_interacted = false;