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Yet another face fix - hopefully got the rules on accessories right
this time...
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@ -56,16 +56,21 @@ public class PlayerFaces {
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int[] faceaccessory = new int[64]; /* 8x8 of face accessory */
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/* Get buffered image for face at 8x8 */
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DynmapBufferedImage face8x8 = DynmapBufferedImage.allocateBufferedImage(8, 8);
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int[] bgcolor = new int[1];
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img.getRGB(0, 0, 1, 1, bgcolor, 0, 1); /* Get BG color (for accessory face) */
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img.getRGB(8, 8, 8, 8, face8x8.argb_buf, 0, 8); /* Read face from image */
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img.getRGB(40, 8, 8, 8, faceaccessory, 0, 8); /* Read face accessory from image */
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/* Apply accessory to face: first element is transparency color so only ones not matching it */
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/* Apply accessory to face: see if anything is transparent (if so, apply accessory */
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boolean transp = false;
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for(int i = 0; i < 64; i++) {
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if(faceaccessory[i] != bgcolor[0])
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face8x8.argb_buf[i] = faceaccessory[i];
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else if(face8x8.argb_buf[i] == bgcolor[0])
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face8x8.argb_buf[i] = 0;
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if((faceaccessory[i] & 0xFF000000) == 0) {
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transp = true;
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break;
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}
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}
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if(transp) {
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for(int i = 0; i < 64; i++) {
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if((faceaccessory[i] & 0xFF000000) != 0)
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face8x8.argb_buf[i] = faceaccessory[i];
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}
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}
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/* Write 8x8 file */
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File img_8x8 = new File(faces8x8dir, playername + ".png");
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