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|| color == 141 || color == 142 || color == 158 || color == 149
676
-
|| color == 131 || color == 132 || color == 150 || color == 147 || color == 148 || color == 68 || color == 69 || color == 70
677
-
|| color == 72 || color == 77 || color == 143 || color == 36) { //three lines of carpets ID's I can't do this other way
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setSnowBA(x, y, c);
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-
return;
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-
}
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if (color == TORCH || color == REDTORCH_ON || color == REDTORCH_OFF) {
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setTorchBA(x, y, c);
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return;
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}
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-
if (color == FLOWERR || color == FLOWERY || color == MUSHROOMB || color == MUSHROOMR || color == MELON_STEM || color == PUMPKIN_STEM || color == SHRUB || color == COBWEB || color == LILYPAD || color == NETHER_WART
686
-
|| color == 175 || color == BLUE_ORCHID || color == ALLIUM || color == AZURE_BLUET || color == RED_TULIP || color == ORANGE_TULIP || color == WHITE_TULIP || color == PINK_TULIP || color == OXEYE_DAISY || color == SUNFLOWER || color == LILAC || color == PEONY ) {
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setFlowerBA(x, y, c);
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return;
689
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}
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-
if (color == FENCE || color == FENCE_GATE || color == VINES || color == IRON_BARS || color == NETHER_BRICK_FENCE
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-
|| color == 139) {
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setFence(x, y, c);
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return;
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}
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if (color == REDWIRE || color == TRIPWIRE) {
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setRedwire(x, y, c);
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return;
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}
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if (color == RAILROAD || color == POW_RAILROAD || color == DET_RAILROAD) {
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setRailroad(x, y, c);
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return;
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-
}
703
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*/
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// All the above blocks didn't need the shaded down versions of the color, so we only calc them here
if (color == FIRE || color == TALL_GRASS || color == COCOA_PLANT) {
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setFire(x, y, c, L, D);
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return;
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}
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-
if (color == STEP || color == CAKE || color == BED || color == SANDSTEP || color == WOODSTEP || color == COBBLESTEP || color == BRICKSTEP || color == STONEBRICKSTEP || color == PINESTEP || color == BIRCHSTEP || color == JUNGLESTEP
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|| color == 151) {
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setStepBA(x, y, c, L, D);
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return;
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}
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if (color == UP_STEP || color == UP_SANDSTEP || color == UP_WOODSTEP || color == UP_COBBLESTEP || color == UP_BRICKSTEP || color == UP_STONEBRICKSTEP || color == UP_WOODSTEP2 || color == UP_PINESTEP || color == UP_BIRCHSTEP || color == UP_JUNGLESTEP) {
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setUpStepBA(x, y, c, L, D);
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return;
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}
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*/
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} else {
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// Then check the block type, as some types will be drawn differently
|| color == 141 || color == 142 || color == 158 || color == 149
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-
|| color == 131 || color == 132 || color == 150 || color == 147 || color == 148 || color == 68 || color == 69 || color == 70
772
-
|| color == 72 || color == 77 || color == 143 || color == 36) { //three lines of carpets ID's I can't do this other way
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setSnow(x, y, c);
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-
return;
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-
}
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-
if (color == TORCH || color == REDTORCH_ON || color == REDTORCH_OFF) {
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setTorch(x, y, c);
778
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return;
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}
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if (color == FLOWERR || color == FLOWERY || color == MUSHROOMB || color == MUSHROOMR || color == MELON_STEM || color == PUMPKIN_STEM || color == SHRUB || color == COBWEB || color == LILYPAD || color == NETHER_WART
781
-
|| color == 175 || color == BLUE_ORCHID || color == ALLIUM || color == AZURE_BLUET || color == RED_TULIP || color == ORANGE_TULIP || color == WHITE_TULIP || color == PINK_TULIP || color == OXEYE_DAISY || color == SUNFLOWER || color == LILAC || color == PEONY ) {
782
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setFlower(x, y, c);
783
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return;
784
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}
785
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if (color == FENCE || color == FENCE_GATE || color == VINES || color == IRON_BARS || color == NETHER_BRICK_FENCE) {
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setFence(x, y, c);
787
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return;
788
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}
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if (color == REDWIRE || color == TRIPWIRE) {
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setRedwire(x, y, c);
791
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return;
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}
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if (color == RAILROAD || color == POW_RAILROAD || color == DET_RAILROAD) {
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setRailroad(x, y, c);
795
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return;
796
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}
797
-
*/
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// All the above blocks didn't need the shaded down versions of the color, so we only calc them here
if (color == FIRE || color == TALL_GRASS || color == COCOA_PLANT) {
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setFire(x, y, c, L, D);
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return;
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}
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if (color == STEP || color == CAKE || color == BED || color == SANDSTEP || color == WOODSTEP || color == COBBLESTEP || color == BRICKSTEP || color == STONEBRICKSTEP || color == PINESTEP || color == BIRCHSTEP || color == JUNGLESTEP
830
-
|| color == 151) {
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setStep(x, y, c, L, D);
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return;
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}
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if (color == UP_STEP || color == UP_SANDSTEP || color == UP_WOODSTEP || color == UP_COBBLESTEP || color == UP_BRICKSTEP || color == UP_STONEBRICKSTEP || color == UP_WOODSTEP2 || color == UP_PINESTEP || color == UP_BIRCHSTEP || color == UP_JUNGLESTEP) {
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setUpStep(x, y, c, L, D);
836
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return;
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}
838
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*/
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}
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// In case the user wants noise, calc the strength now, depending on the desired intensity and the block's brightness
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int noise = 0;
@@ -966,41 +863,8 @@ namespace
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//do there what you want, this code response for changing single pixel depending on its biome
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//note this works only for anvli format. old one still requires donkey kong biome extractor
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