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@@ -231,7 +231,7 @@ void UcppFuncLibrary::getRange(double value, double minMult, double maxMult, dou
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bValue = value;
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}
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void UcppFuncLibrary::updateFilterList(UObject* WorldContextObject, int floorMin, int floorMax, float sqMin, float sqMax, int priceMin, int priceMax, TArray<bool> houses, TArray<bool> sections, TArray<bool> rooms, TArray<bool> Tags, int sortType, bool onlyAvailable, TArray<FcppflatStruct>& filtered, int& count, TArray<FIntPoint> houseMap)
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void UcppFuncLibrary::updateFilterList(UObject* WorldContextObject, int floorMin, int floorMax, float sqMin, float sqMax, int priceMin, int priceMax, int zone, TArray<bool> houses, TArray<bool> sections, TArray<bool> rooms, TArray<bool> Tags, int sortType, bool onlyAvailable, TArray<FcppflatStruct>& filtered, int& count, TArray<FIntPoint> houseMap)
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{
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for (auto& hm : houseMap) {
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@@ -247,6 +247,7 @@ void UcppFuncLibrary::updateFilterList(UObject* WorldContextObject, int floorMin
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&& inRange(flat.Square, sqMin, sqMax)
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//&& boolGet(houses, flat.House)
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//&& boolGet(sections, flat.Section)
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&& (zone<1?true:zone==flat.Zone)
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&& [](TArray<FIntPoint>& houseMap_, TArray<bool>& houses_, TArray<bool>& sections_, FcppflatStruct& flat_) {
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if (houseMap_.IsEmpty()) return boolGet(houses_, flat_.House) && boolGet(sections_, flat_.Section); //if no map use classic
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if (!houses_.Contains(true)) return true; //if no select then pass
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