Editing Pikmin 2 waterboxes

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The array defines the waterbox as two sets of coordinate points with x, y and z positional values stored as floats. The game will draw a waterbox that fills the area between the two points defined. The format of the data that stores these values is <code><X1> <Y1> <Z1> <X2> <Y2> <Z2></code>.
 
The array defines the waterbox as two sets of coordinate points with x, y and z positional values stored as floats. The game will draw a waterbox that fills the area between the two points defined. The format of the data that stores these values is <code><X1> <Y1> <Z1> <X2> <Y2> <Z2></code>.
  
In the vanilla files each waterbox coordinates are commented with an identification number (starts at 0), and the total number of boxes (e.g. <code># 2/4</code>). Comments aren't necessary and are never parsed. They are simply just labels to help track and organize data.
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In the vanilla files each waterbox coordinates are commented with an identification number (starts at 0), and the total number of boxes (e.g. <code>2/4</code>). Comments aren't necessary and are never parsed. They are simply just labels to help track and organize data.
  
 
==Example==
 
==Example==

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