// If air, leave original blocks.
this.volume.setFloorOutline(War.war.getWarhubMaterials().getOutlineBlock());
}
// clear minimal path around warhub tp
Volume warhubTpVolume = new Volume("warhubtp", this.location.getWorld());
warhubTpVolume.setCornerOne(locationBlock.getRelative(back).getRelative(left));
warhubTpVolume.setCornerTwo(locationBlock.getRelative(front, 2).getRelative(right).getRelative(BlockFace.UP));
warhubTpVolume.setToMaterial(Material.AIR);
// draw gates
Block currentGateBlock = this.volume.getCornerOne().getBlock().getRelative(BlockFace.UP).getRelative(front, hubDepth).getRelative(right, 2);
for (Warzone zone : War.war.getWarzones()) { // gonna use the index to find it again
if (!zone.getWarzoneConfig().getBoolean(WarzoneConfig.DISABLED)) {
this.zoneGateBlocks.put(zone.getName(), currentGateBlock);
// minimal air path
Volume gateAirVolume = new Volume("gateAir", currentGateBlock.getWorld());
gateAirVolume.setCornerOne(currentGateBlock.getRelative(right));
gateAirVolume.setCornerTwo(currentGateBlock.getRelative(left).getRelative(back, 2).getRelative(BlockFace.UP, 2));
gateAirVolume.setToMaterial(Material.AIR);
currentGateBlock.getRelative(back, 2).getRelative(right, 2).setType(Material.AIR);
currentGateBlock.getRelative(back, 2).getRelative(right, 2).getRelative(BlockFace.UP).setType(Material.AIR);
currentGateBlock.getRelative(back, 2).getRelative(right, 2).getRelative(BlockFace.UP, 2).setType(Material.AIR);
currentGateBlock.getRelative(back, 2).getRelative(left, 2).setType(Material.AIR);