mirror of
https://github.com/webbukkit/dynmap.git
synced 2024-12-26 10:37:44 +01:00
More models (beds, etc), proper fence support, lighting fixes for steps and slabs
This commit is contained in:
parent
9c1479b922
commit
c81c8cbaa6
460
models.txt
460
models.txt
@ -20,11 +20,13 @@ rotate:id=53,data=0,rot=90
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block:id=53,id=67,data=3,scale=2
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rotate:id=53,data=0,rot=270
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# Slab (stone, sandstone, wood, cobblestone)
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block:id=44,data=*,scale=2
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layer:0
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**
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**
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layer:1
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block:id=44,data=*,scale=4
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layer:0,1
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****
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****
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****
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****
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layer:2,3
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--
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--
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# Snow
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@ -93,26 +95,236 @@ rotate:id=50,data=1,rot=90
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# Redstone torch off - pointing east
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block:id=50,id=75,id=76,data=4,scale=8
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rotate:id=50,data=1,rot=270
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# Fence
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block:id=85,data=*,scale=8
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layer:0,1,3,4,6
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--------
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--------
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--------
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---**---
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---**---
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--------
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--------
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--------
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layer:2,5
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---**---
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---**---
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---**---
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********
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********
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---**---
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---**---
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---**---
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# Fence - (data is faked: 1=north,2=east,4=south,8=west)
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# Fence - no neighbors
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block:id=85,data=0,scale=16
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layer:0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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# Fence - just north neighbor
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block:id=85,data=1,scale=16
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layer:0,1,2,3,4,5,9,10,11,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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layer:6,7,8,12,13,14
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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# Fence - just east neighbor
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block:id=85,data=2,scale=16
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rotate:id=85,data=1,rot=90
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# Fence - just south neighbor
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block:id=85,data=4,scale=16
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rotate:id=85,data=1,rot=180
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# Fence - just south neighbor
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block:id=85,data=8,scale=16
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rotate:id=85,data=1,rot=270
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# Fence - north and east neighbor
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block:id=85,data=3,scale=16
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layer:0,1,2,3,4,5,9,10,11,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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layer:6,7,8,12,13,14
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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------****------
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------**********
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------**********
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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# Fence - east and south neighbor
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block:id=85,data=6,scale=16
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rotate:id=85,data=3,rot=90
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# Fence - south and west neighbor
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block:id=85,data=12,scale=16
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rotate:id=85,data=3,rot=180
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# Fence - west and north neighbor
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block:id=85,data=9,scale=16
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rotate:id=85,data=3,rot=270
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# Fence - north and south neighbor
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block:id=85,data=5,scale=16
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layer:0,1,2,3,4,5,9,10,11,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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layer:6,7,8,12,13,14
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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------****------
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------****------
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------****------
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------****------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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# Fence - east and west neighbor
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block:id=85,data=10,scale=16
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rotate:id=85,data=5,rot=90
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# Fence - north, east and south neighbor
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block:id=85,data=7,scale=16
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layer:0,1,2,3,4,5,9,10,11,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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layer:6,7,8,12,13,14
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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------****------
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------**********
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------**********
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------****------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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# Fence - east, south and west neighbor
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block:id=85,data=14,scale=16
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rotate:id=85,data=7,rot=90
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# Fence - south, west and north neighbor
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block:id=85,data=13,scale=16
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rotate:id=85,data=7,rot=180
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# Fence - west, north and east neighbor
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block:id=85,data=11,scale=16
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rotate:id=85,data=7,rot=270
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# Fence - north, south, east, west neightbors
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block:id=85,data=15,scale=16
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layer:0,1,2,3,4,5,9,10,11,15
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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------****------
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------****------
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------****------
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------****------
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----------------
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----------------
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----------------
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----------------
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----------------
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----------------
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layer:6,7,8,12,13,14
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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------****------
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****************
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****************
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------****------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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-------**-------
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# Trapdoor
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# Stone pressure plate
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# Wooden pressure plate
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@ -606,12 +818,16 @@ rotate:id=65,data=2,rot=270
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block:id=65,data=5,scale=16
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rotate:id=65,data=2,rot=90
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# Wall sign - facing east
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block:id=68,data=2,scale=4
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layer:1,2
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*---
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*---
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*---
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*---
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block:id=68,data=2,scale=8
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layer:2,3,4,5
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*-------
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*-------
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*-------
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*-------
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*-------
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*-------
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*-------
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*-------
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# Wall sign - facing west
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block:id=68,data=3,scale=4
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rotate:id=68,data=2,rot=180
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@ -996,7 +1212,7 @@ layer:3
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--**-**-
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--**----
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--------
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layer:4
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layer:4,5
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--------
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--*-----
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--*--**-
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@ -1005,12 +1221,188 @@ layer:4
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-**--*--
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-----*--
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--------
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layer:6,7
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--------
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--------
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--*--*--
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--------
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--------
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--*--*--
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--------
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--------
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Tall grass
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block:id=31,data=1,scale=16
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layer:0,1
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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-*-*-*-*-*-*-*-*
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*-*-*-*-*-*-*-*-
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layer:2,3
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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---*---*---*---*
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-*---*---*---*--
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layer:4
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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-----*-------*--
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-*-------*------
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# Sapling
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block:id=6,data=*,scale=8
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layer:0
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--------
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--------
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--------
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---**---
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---**---
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--------
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--------
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--------
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layer:1
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--------
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--------
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---*----
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---**---
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---***--
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--*-----
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--------
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--------
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layer:2
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--------
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---*----
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--------
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--***---
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---**-*-
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----*---
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-*------
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--------
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layer:3
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--------
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---*----
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--------
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-*-**---
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---**-*-
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--------
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-*---*--
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--------
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layer:4
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--------
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---**---
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-*-*-*--
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**--**--
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---*----
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-*--**--
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-**--*--
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--------
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layer:5
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--------
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---**---
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**-***--
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**--**--
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---*----
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-**-**--
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-**-**--
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--------
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--*--*--
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# Bed - head - pointing west
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block:id=26,data=8,scale=8
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layer:0,1
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--------
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*-------
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*-------
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*-------
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*-------
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*-------
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*-------
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--------
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--*--*--
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layer:2,3
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--------
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********
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********
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********
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********
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********
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********
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--------
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layer:4
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--------
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*-------
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*-**----
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*-**----
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*-**----
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*-**----
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*-------
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--------
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# Bed - head - pointing north
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block:id=26,data=9,scale=8
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rotate:id=26,data=8,rot=90
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# Bed - head - pointing east
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block:id=26,data=10,scale=8
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rotate:id=26,data=8,rot=180
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# Bed - head - pointing south
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block:id=26,data=11,scale=8
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rotate:id=26,data=8,rot=270
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# Bed - foot - pointing west
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block:id=26,data=0,scale=8
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layer:0,1
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--------
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------*-
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------*-
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------*-
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------*-
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------*-
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------*-
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--------
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layer:2,3
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--------
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*******-
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*******-
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*******-
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*******-
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*******-
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*******-
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--------
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# Bed - foot - pointing north
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block:id=26,data=1,scale=8
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rotate:id=26,data=0,rot=90
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# Bed - foot - pointing east
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block:id=26,data=2,scale=8
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rotate:id=26,data=0,rot=180
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# Bed - foot - pointing south
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block:id=26,data=3,scale=8
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rotate:id=26,data=0,rot=270
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@ -154,9 +154,10 @@ public class DefaultHDShader implements HDShader {
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seq = 0;
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break;
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default:
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if(subalpha >= 0) /* We hit a block in a model */
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seq = 4; /* Use smooth top */
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else if(((pixelodd + mapiter.getY()) & 0x03) == 0)
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//if(subalpha >= 0) /* We hit a block in a model */
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// seq = 4; /* Use smooth top */
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//else
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if(((pixelodd + mapiter.getY()) & 0x03) == 0)
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seq = 3;
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else
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seq = 1;
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@ -162,6 +162,8 @@ public class HDBlockModels {
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}
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}
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map[off] = (short)((255*raw_w) / (nativeres*nativeres*nativeres));
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if(map[off] > 255) map[off] = 255;
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if(map[off] < 0) map[off] = 0;
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}
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}
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}
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@ -214,6 +216,8 @@ public class HDBlockModels {
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}
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for(int i = 0; i < map.length; i++) {
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map[i] = (short)(255*map[i]/(nativeres*nativeres*nativeres));
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if(map[i] > 255) map[i] = 255;
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if(map[i] < 0) map[i] = 0;
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}
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}
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scaledblocks.put(Integer.valueOf(res), map);
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@ -216,14 +216,39 @@ public class IsoHDPerspective implements HDPerspective {
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*/
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private boolean visit_block(MapIterator mapiter, HDShaderState[] shaderstate, boolean[] shaderdone) {
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blocktypeid = mapiter.getBlockTypeID();
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boolean skip_light_update = false;
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if(nonairhit || (blocktypeid != 0)) {
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blockdata = mapiter.getBlockData();
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if(blocktypeid == 85) { /* Special case for fence - need to fake data so we can render properly */
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mapiter.decrementX(); /* Look north */
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blockdata = 0;
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if(mapiter.getBlockTypeID() == 85) { /* Fence? */
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blockdata |= 1;
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}
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mapiter.incrementX();
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mapiter.decrementZ(); /* Look east */
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if(mapiter.getBlockTypeID() == 85) { /* Fence? */
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blockdata |= 2;
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}
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mapiter.incrementZ();
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mapiter.incrementX(); /* Look south */
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if(mapiter.getBlockTypeID() == 85) { /* Fence? */
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blockdata |= 4;
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}
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mapiter.decrementX(); /* Look west */
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mapiter.incrementZ();
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if(mapiter.getBlockTypeID() == 85) { /* Fence? */
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blockdata |= 8;
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}
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mapiter.decrementZ();
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}
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boolean missed = false;
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||||
|
||||
/* Look up to see if block is modelled */
|
||||
short[] model = scalemodels.getScaledModel(blocktypeid, blockdata);
|
||||
if(model != null) {
|
||||
missed = raytraceSubblock(model);
|
||||
skip_light_update = true; /* Some blocks are light blocking, but not fully blocking - this sucks */
|
||||
}
|
||||
else {
|
||||
subalpha = -1;
|
||||
@ -241,10 +266,26 @@ public class IsoHDPerspective implements HDPerspective {
|
||||
nonairhit = true;
|
||||
}
|
||||
}
|
||||
if(need_skylightlevel)
|
||||
skylightlevel = mapiter.getBlockSkyLight();
|
||||
if(need_emittedlightlevel)
|
||||
emittedlightlevel = mapiter.getBlockEmittedLight();
|
||||
if(skip_light_update) { /* If considering skipping, do so if block is unlit */
|
||||
int ll;
|
||||
if(need_skylightlevel) {
|
||||
ll = mapiter.getBlockSkyLight();
|
||||
if(ll > 0)
|
||||
skylightlevel = ll;
|
||||
}
|
||||
if(need_emittedlightlevel) {
|
||||
ll = mapiter.getBlockEmittedLight();
|
||||
if(ll > 0) {
|
||||
emittedlightlevel = ll;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
if(need_skylightlevel)
|
||||
skylightlevel = mapiter.getBlockSkyLight();
|
||||
if(need_emittedlightlevel)
|
||||
emittedlightlevel = mapiter.getBlockEmittedLight();
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/**
|
||||
@ -314,7 +355,7 @@ public class IsoHDPerspective implements HDPerspective {
|
||||
private boolean raytraceSubblock(short[] model) {
|
||||
int mx = 0, my = 0, mz = 0;
|
||||
double xx, yy, zz;
|
||||
double mt = t + 0.00000001;
|
||||
double mt = t + 0.0000001;
|
||||
xx = top.x + mt *(bottom.x - top.x);
|
||||
yy = top.y + mt *(bottom.y - top.y);
|
||||
zz = top.z + mt *(bottom.z - top.z);
|
||||
@ -357,11 +398,14 @@ public class IsoHDPerspective implements HDPerspective {
|
||||
mt_next_x += mdt_dx;
|
||||
if(x_inc > 0) {
|
||||
laststep = BlockStep.X_PLUS;
|
||||
if(mx >= modscale)
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
laststep = BlockStep.X_MINUS;
|
||||
if(mx < 0)
|
||||
mx += modscale;
|
||||
//mx += modscale;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
/* If Y step is next best */
|
||||
@ -371,11 +415,14 @@ public class IsoHDPerspective implements HDPerspective {
|
||||
mt_next_y += mdt_dy;
|
||||
if(y_inc > 0) {
|
||||
laststep = BlockStep.Y_PLUS;
|
||||
if(my >= modscale)
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
laststep = BlockStep.Y_MINUS;
|
||||
if(my < 0)
|
||||
my += modscale;
|
||||
//my += modscale;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
/* Else, Z step is next best */
|
||||
@ -385,11 +432,14 @@ public class IsoHDPerspective implements HDPerspective {
|
||||
mt_next_z += mdt_dz;
|
||||
if(z_inc > 0) {
|
||||
laststep = BlockStep.Z_PLUS;
|
||||
if(mz >= modscale)
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
laststep = BlockStep.Z_MINUS;
|
||||
if(mz < 0)
|
||||
mz += modscale;
|
||||
//mz += modscale;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user