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Firelike drawtype: Improve code
Remove unusable fine rotation by param2 Remove unused and redundant code Fix code style issues
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620dcddf43
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8e9c9e305a
@ -1157,7 +1157,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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u16 l = getInteriorLight(n, 1, nodedef);
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u16 l = getInteriorLight(n, 1, nodedef);
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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video::SColor c = MapBlock_LightColor(255, l, f.light_source);
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float s = BS/2*f.visual_scale;
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float s = BS / 2 * f.visual_scale;
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content_t current = n.getContent();
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content_t current = n.getContent();
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content_t n2c;
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content_t n2c;
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@ -1165,148 +1165,116 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 n2p;
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v3s16 n2p;
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static const v3s16 dirs[6] = {
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static const v3s16 dirs[6] = {
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v3s16( 0, 1, 0),
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 0, -1, 0),
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v3s16( 1, 0, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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v3s16( 0, 0, -1)
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};
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};
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int doDraw[6] = {0,0,0,0,0,0};
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int doDraw[6] = {0, 0, 0, 0, 0, 0};
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bool drawAllFaces = true;
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bool drawAllFaces = true;
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bool drawBottomFacesOnly = false; // Currently unused
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// Check for adjacent nodes
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// Check for adjacent nodes
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for(int i = 0; i < 6; i++)
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for (int i = 0; i < 6; i++) {
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{
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n2p = blockpos_nodes + p + dirs[i];
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n2p = blockpos_nodes + p + dirs[i];
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n2 = data->m_vmanip.getNodeNoEx(n2p);
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n2 = data->m_vmanip.getNodeNoEx(n2p);
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n2c = n2.getContent();
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n2c = n2.getContent();
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if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
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if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
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doDraw[i] = 1;
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doDraw[i] = 1;
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if(drawAllFaces)
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if (drawAllFaces)
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drawAllFaces = false;
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drawAllFaces = false;
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}
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}
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}
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}
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for(int j = 0; j < 6; j++)
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for (int j = 0; j < 6; j++) {
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{
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int vOffset = 0; // Vertical offset of faces after rotation
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int hOffset = 4; // Horizontal offset of faces to reach the edge
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video::S3DVertex vertices[4] =
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video::S3DVertex vertices[4] = {
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{
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video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1),
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video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
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video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1),
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video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
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video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
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video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
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video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
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};
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};
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// Calculate which faces should be drawn, (top or sides)
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// Calculate which faces should be drawn, (top or sides)
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if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
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if (j == 0 && (drawAllFaces ||
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{
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(doDraw[3] == 1 || doDraw[1] == 1))) {
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for(int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
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vertices[i].Pos.rotateXZBy(90);
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vertices[i].Pos.rotateXYBy(-10);
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vertices[i].Pos.rotateXYBy(-10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.X -= 4.0;
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vertices[i].Pos.X -= hOffset;
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}
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}
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}
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} else if (j == 1 && (drawAllFaces ||
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else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
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(doDraw[5] == 1 || doDraw[1] == 1))) {
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{
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for (int i = 0; i < 4; i++) {
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(180);
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vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
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vertices[i].Pos.rotateYZBy(10);
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vertices[i].Pos.rotateYZBy(10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.Z -= 4.0;
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vertices[i].Pos.Z -= hOffset;
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}
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}
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}
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} else if (j == 2 && (drawAllFaces ||
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else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
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(doDraw[2] == 1 || doDraw[1] == 1))) {
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{
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for (int i = 0; i < 4; i++) {
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateXZBy(270);
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vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
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vertices[i].Pos.rotateXYBy(10);
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vertices[i].Pos.rotateXYBy(10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.X += 4.0;
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vertices[i].Pos.X += hOffset;
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}
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}
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}
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} else if (j == 3 && (drawAllFaces ||
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else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
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(doDraw[4] == 1 || doDraw[1] == 1))) {
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{
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for (int i = 0; i < 4; i++) {
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(-10);
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vertices[i].Pos.rotateYZBy(-10);
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vertices[i].Pos.Y -= vOffset;
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vertices[i].Pos.Z += 4.0;
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vertices[i].Pos.Z += hOffset;
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}
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}
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}
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// Center cross-flames
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// Center cross-flames
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else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
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} else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
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{
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for (int i = 0; i < 4; i++) {
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for(int i=0; i<4; i++) {
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vertices[i].Pos.rotateXZBy(45);
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vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
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vertices[i].Pos.Y -= vOffset;
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}
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}
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}
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} else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
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else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
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for (int i = 0; i < 4; i++) {
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{
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vertices[i].Pos.rotateXZBy(-45);
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for(int i=0; i<4; i++) {
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vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
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vertices[i].Pos.Y -= vOffset;
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}
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}
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}
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// Render flames on bottom of node above
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} else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
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// Render flames on bottom
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for (int i = 0; i < 4; i++) {
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else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
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vertices[i].Pos.rotateXZBy(90);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.X -= hOffset+0.7;
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vertices[i].Pos.X -= 4.7;
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}
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}
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}
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} else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
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else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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for (int i = 0; i < 4; i++) {
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
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vertices[i].Pos.rotateXZBy(180);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Z -= hOffset+0.7;
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vertices[i].Pos.Z -= 4.7;
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}
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}
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}
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} else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
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else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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for (int i = 0; i < 4; i++) {
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
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vertices[i].Pos.rotateXZBy(270);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.X += hOffset+0.7;
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vertices[i].Pos.X += 4.7;
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}
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}
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}
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} else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
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else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
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for (int i = 0; i < 4; i++) {
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{
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for(int i = 0; i < 4; i++) {
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.rotateYZBy(70);
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Y += 4.84;
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vertices[i].Pos.Z += hOffset+0.7;
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vertices[i].Pos.Z += 4.7;
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}
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}
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}
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} else {
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else {
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// Skip faces that aren't adjacent to a node
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// Skip faces that aren't adjacent to a node
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continue;
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continue;
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}
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}
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for(int i=0; i<4; i++)
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for (int i = 0; i < 4; i++) {
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{
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos *= f.visual_scale;
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vertices[i].Pos += intToFloat(p, BS);
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vertices[i].Pos += intToFloat(p, BS);
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}
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}
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u16 indices[] = {0,1,2,2,3,0};
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u16 indices[] = {0, 1, 2, 2, 3, 0};
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// Add to mesh collector
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// Add to mesh collector
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collector.append(tile, vertices, 4, indices, 6);
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collector.append(tile, vertices, 4, indices, 6);
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}
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}
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