mirror of
https://github.com/webbukkit/dynmap.git
synced 2024-11-24 19:25:15 +01:00
More 1.8 block support - gates, glass panes, iron fences, vines
This commit is contained in:
parent
00f16304a4
commit
d53ef57ae1
@ -80,7 +80,9 @@ public class IsoHDPerspective implements HDPerspective {
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private static final int CHEST_BLKTYPEID = 54;
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private static final int FENCE_BLKTYPEID = 85;
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private static final int REDSTONE_BLKTYPEID = 55;
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private static final int IRONFENCE_BLKTYPEID = 101;
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private static final int GLASSPANE_BLKTYPEID = 102;
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private static final int FENCEGATE_BLKTYPEID = 107;
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private enum ChestData {
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SINGLE_WEST, SINGLE_SOUTH, SINGLE_EAST, SINGLE_NORTH, LEFT_WEST, LEFT_SOUTH, LEFT_EAST, LEFT_NORTH, RIGHT_WEST, RIGHT_SOUTH, RIGHT_EAST, RIGHT_NORTH
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};
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@ -326,20 +328,25 @@ public class IsoHDPerspective implements HDPerspective {
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}
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private int generateFenceBlockData(MapIterator mapiter) {
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int blockdata = 0;
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int id;
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/* Check north */
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if(mapiter.getBlockTypeIDAt(BlockStep.X_MINUS) == FENCE_BLKTYPEID) { /* Fence? */
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id = mapiter.getBlockTypeIDAt(BlockStep.X_MINUS);
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if((id == FENCE_BLKTYPEID) || (id == FENCEGATE_BLKTYPEID)) { /* Fence? */
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blockdata |= 1;
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}
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/* Look east */
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if(mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS) == FENCE_BLKTYPEID) { /* Fence? */
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id = mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS);
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if((id == FENCE_BLKTYPEID) || (id == FENCEGATE_BLKTYPEID)) { /* Fence? */
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blockdata |= 2;
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}
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/* Look south */
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if(mapiter.getBlockTypeIDAt(BlockStep.X_PLUS) == FENCE_BLKTYPEID) { /* Fence? */
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id = mapiter.getBlockTypeIDAt(BlockStep.X_PLUS);
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if((id == FENCE_BLKTYPEID) || (id == FENCEGATE_BLKTYPEID)) { /* Fence? */
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blockdata |= 4;
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}
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/* Look west */
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if(mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS) == FENCE_BLKTYPEID) { /* Fence? */
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id = mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS);
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if((id == FENCE_BLKTYPEID) || (id == FENCEGATE_BLKTYPEID)) { /* Fence? */
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blockdata |= 8;
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}
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return blockdata;
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@ -449,6 +456,42 @@ public class IsoHDPerspective implements HDPerspective {
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}
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return 0;
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}
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/**
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* Generate block render data for glass pane and iron fence.
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* - bit 0 = X-minus axis
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* - bit 1 = Z-minus axis
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* - bit 2 = X-plus axis
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* - bit 3 = Z-plus axis
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*
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* @param mapiter - iterator
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* @param typeid - ID of our material (test is for adjacent material OR nontransparent)
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* @return
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*/
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private int generateIronFenceGlassBlockData(MapIterator mapiter, int typeid) {
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int blockdata = 0;
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int id;
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/* Check north */
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id = mapiter.getBlockTypeIDAt(BlockStep.X_MINUS);
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if((id == typeid) || ((id > 0) && (HDTextureMap.getTransparency(id) == BlockTransparency.OPAQUE))) {
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blockdata |= 1;
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}
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/* Look east */
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id = mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS);
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if((id == typeid) || ((id > 0) && (HDTextureMap.getTransparency(id) == BlockTransparency.OPAQUE))) {
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blockdata |= 2;
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}
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/* Look south */
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id = mapiter.getBlockTypeIDAt(BlockStep.X_PLUS);
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if((id == typeid) || ((id > 0) && (HDTextureMap.getTransparency(id) == BlockTransparency.OPAQUE))) {
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blockdata |= 4;
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}
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/* Look west */
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id = mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS);
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if((id == typeid) || ((id > 0) && (HDTextureMap.getTransparency(id) == BlockTransparency.OPAQUE))) {
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blockdata |= 8;
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}
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return blockdata;
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}
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private final boolean handleSubModel(short[] model, HDShaderState[] shaderstate, boolean[] shaderdone) {
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boolean firststep = true;
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@ -482,6 +525,7 @@ public class IsoHDPerspective implements HDPerspective {
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blockdata = mapiter.getBlockData();
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switch(blocktypeid) {
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case FENCE_BLKTYPEID: /* Special case for fence - need to fake data so we can render properly */
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case FENCEGATE_BLKTYPEID: /* Special case for fence gate */
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blockrenderdata = generateFenceBlockData(mapiter);
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break;
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case CHEST_BLKTYPEID: /* Special case for chest - need to fake data so we can render */
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@ -490,6 +534,10 @@ public class IsoHDPerspective implements HDPerspective {
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case REDSTONE_BLKTYPEID: /* Special case for redstone - fake data for wire pattern */
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blockrenderdata = generateRedstoneWireBlockData(mapiter);
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break;
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case IRONFENCE_BLKTYPEID: /* Special case for iron fence - fake data for adjacent block info */
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case GLASSPANE_BLKTYPEID: /* Special case for glass pane - fake data for adjacent block info */
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blockrenderdata = generateIronFenceGlassBlockData(mapiter, blocktypeid);
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break;
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default:
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blockrenderdata = -1;
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break;
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@ -1339,7 +1339,7 @@ layer:6,7
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--*--*--
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--------
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--------
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Tall grass
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# Tall grass
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block:id=31,data=1,scale=16
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layer:0,1,2,3,4,5,6,7,8,9
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*--------------*
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@ -2090,3 +2090,269 @@ rotate:id=34,data=2,rot=270
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# Piston extension - extended facing west
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block:id=34,data=5,data=13,scale=8
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rotate:id=34,data=2,rot=90
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# Glass pane - no adjacent (0), all adjacent (15)
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# Iron fence - no adjacent (0), all adjacent (15)
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block:id=102,id=101,data=0,data=15,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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# Glass pane - N adjacent (1)
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# Iron fence - N adjacent (1)
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block:id=102,id=101,data=1,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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# Glass pane - E adjacent (2)
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# Iron fence - E adjacent (2)
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block:id=102,id=101,data=2,scale=16
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rotate:id=102,data=1,rot=90
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# Glass pane - S adjacent (4)
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# Iron fence - S adjacent (4)
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block:id=102,id=101,data=4,scale=16
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rotate:id=102,data=1,rot=180
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# Glass pane - W adjacent (8)
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# Iron fence - W adjacent (8)
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block:id=102,id=101,data=8,scale=16
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rotate:id=102,data=1,rot=270
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# Glass pane - NS adjacent (5)
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# Iron fence - NS adjacent (5)
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block:id=102,id=101,data=5,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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# Glass pane - EW adjacent (10)
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# Iron fence - EW adjacent (10)
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block:id=102,id=101,data=10,scale=16
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rotate:id=102,data=5,rot=90
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# Glass pane - NSE adjacent (7)
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# Iron fence - NSE adjacent (7)
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block:id=102,id=101,data=7,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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# Glass pane - ESW adjacent (14)
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# Iron fence - ESW adjacent (14)
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block:id=102,id=101,data=14,scale=16
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rotate:id=102,data=7,rot=90
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# Glass pane - SWN adjacent (13)
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# Iron fence - SWN adjacent (13)
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block:id=102,id=101,data=13,scale=16
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rotate:id=102,data=7,rot=180
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# Glass pane - WNE adjacent (11)
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# Iron fence - WNE adjacent (11)
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block:id=102,id=101,data=11,scale=16
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rotate:id=102,data=7,rot=270
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# Glass pane - SE adjacent (6)
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# Iron fence - SE adjacent (6)
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block:id=102,id=101,data=6,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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# Glass pane - SW adjacent (12)
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# Iron fence - SW adjacent (12)
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block:id=102,id=101,data=12,scale=16
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rotate:id=102,data=6,rot=90
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# Glass pane - NW adjacent (9)
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# Iron fence - NW adjacent (9)
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block:id=102,id=101,data=9,scale=16
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rotate:id=102,data=6,rot=180
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# Glass pane - NE adjacent (3)
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# Iron fence - NE adjacent (3)
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block:id=102,id=101,data=3,scale=16
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rotate:id=102,data=6,rot=270
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# Web
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block:id=30,data=*,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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# Vines - N side of block
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block:id=106,data=2,scale=8
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layer:0,1,2,3,4,5,6,7
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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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# Vines - E side of block
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block:id=106,data=4,scale=8
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rotate:id=106,data=2,rot=90
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# Vines - S side of block
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block:id=106,data=8,scale=8
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rotate:id=106,data=2,rot=180
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# Vines - W side of block
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block:id=106,data=1,scale=8
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rotate:id=106,data=2,rot=270
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# Vines - N+E sides of block
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block:id=106,data=6,scale=8
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layer:0,1,2,3,4,5,6,7
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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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# Vines - E+S side of block
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block:id=106,data=12,scale=8
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rotate:id=106,data=6,rot=90
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# Vines - S+W side of block
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block:id=106,data=9,scale=8
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rotate:id=106,data=6,rot=180
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# Vines - W+N side of block
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block:id=106,data=3,scale=8
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rotate:id=106,data=6,rot=270
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# Vines - N+S sides of block
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block:id=106,data=10,scale=8
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layer:0,1,2,3,4,5,6,7
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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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# Vines - E+W side of block
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block:id=106,data=5,scale=8
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rotate:id=106,data=10,rot=90
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# Vines - N+E+W sides of block
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block:id=106,data=7,scale=8
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layer:0,1,2,3,4,5,6,7
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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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# Vines - N+E+S side of block
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block:id=106,data=14,scale=8
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rotate:id=106,data=7,rot=90
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# Vines - E+S+W side of block
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block:id=106,data=13,scale=8
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rotate:id=106,data=7,rot=180
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# Vines - N+S+W side of block
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block:id=106,data=11,scale=8
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rotate:id=106,data=7,rot=270
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# Vines - N+S+E+W sides of block
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block:id=106,data=15,scale=8
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layer:0,1,2,3,4,5,6,7
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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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# Fence gate - north and south neighbor
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block:id=107,data=5,scale=16
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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 gate - east and west neighbor
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block:id=107,data=10,scale=16
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rotate:id=107,data=5,rot=90
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@ -450,19 +450,23 @@ block:id=96,topbottom=84,allsides=4,transparency=TRANSPARENT
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# Stone w/ silverfish inside
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block:id=97,allfaces=1
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# Stone Bricks
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block:id=98,allfaces=54
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block:id=98,data=0,allfaces=54
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# Mossy Stone Bricks
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block:id=98,data=1,allfaces=100
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# Cracked Stone Bricks
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block:id=98,data=2,allfaces=101
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# Brown Mushroom Blocks
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block:id=99,allfaces=126
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# Red Mushroom Blocks
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block:id=100,allfaces=125
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# Iron bars
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block:id=101,allfaces=85,transparency=TRANSPARENT
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block:id=101,allsides=85,topbottom=22,transparency=TRANSPARENT
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# Glass pane
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block:id=102,allsides=49,topbottom=148,transparency=TRANSPARENT
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block:id=102,allsides=12049,topbottom=12148,transparency=TRANSPARENT
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# Watermellon
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block:id=103,allsides=136,topbottom=137
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# 104 (mossy stone bricks?)
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# 105 (cracked stone bricks?)
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# Pumpkin stem (104)
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# Melon stem (105)
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# Vines
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block:id=106,allsides=1143,transparency=TRANSPARENT
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# Fence gate
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