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Add Vec3::one * 0.5 to sprite item drop position instead of Vec3::unit_z, this should put the new enity in the center of the voxel that the sprite occupied
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@ -370,7 +370,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
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sprite_pos.x as f32,
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sprite_pos.y as f32,
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sprite_pos.z as f32,
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) + Vec3::unit_z(),
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) + Vec3::one() * 0.5,
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))
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.with(comp::Vel(Vec3::zero()))
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.build();
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