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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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@@ -110,6 +110,9 @@ return {
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bed = 7,
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stool = 8,
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counter = 8,
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-- the raised back band of low seating (the Center couch's back and
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-- arm strip): half again the 8px seat it rises over
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backrest = 12,
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table = 12,
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desk = 24,
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prop = 16,
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@@ -705,14 +708,25 @@ return {
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-- one clean band, so the drawn front panel stands up and the
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-- counter top stays on top; at 12 they read as wall stubs
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counter = { 8, 10, 24, 25, 56, 90, 91,
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-- and the lounge couch with the man sitting on it.
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-- Same half-cell box: its bottom row (42/43, the front
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-- base) stands up as the couch's front, and the three
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-- rows above it -- cushion (38/39) and the man
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-- (36/37 head, 52/53 face) -- ride the top face in
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-- and the lounge couch's SEAT column with the man
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-- sitting on it. Same half-cell box: its bottom row
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-- (43, the front base) stands up as the couch's
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-- front, and the rows above it -- cushion (39) and
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-- the man (37 head, 53 face) -- ride the top face in
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-- drawn order, each exactly once. See the note below
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-- on why he cannot be stood upright.
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36, 37, 38, 39, 42, 43, 52, 53 },
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37, 39, 43, 53 },
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-- The couch's WEST tile column: the drawing's left strip is the
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-- couch's back and arm running north-south (the seat's cushions
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-- and seams fill the east column), so it rises over the 8px seat
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-- the way a couch back does instead of lying flush in the same
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-- box. Per-tile granularity puts the drawn ~6px strip plus a
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-- 2px sliver of cushion on the raised band -- invisible at tile
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-- scale, and the alternative is no backrest at all. The figure
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-- anchor scans for the tallest authored UPRIGHT under the man
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-- (see Structures.buildFigure), so he keeps sitting at seat
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-- height beside it.
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backrest = { 36, 38, 42, 52 },
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-- standing per-pixel props, black-outline segmented: the healing
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-- machines' screen tops (58/59/74/75, drawn above the pinned
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-- bodies so they stand ON them) and the PC (66/70/82/86), which
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@@ -3320,6 +3334,62 @@ return {
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},
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},
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POKECENTER = {
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-- F04: the PC in every Center's northeast corner (11
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-- placements; the Indigo Plateau lobby's twin is registered
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-- under MART below). The lab desk-set read again: a Mac-style
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-- unit drawn face-on -- white top band (rows 0-3), bezel, screen
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-- and drive slot (4-14) -- standing at the back of a low desk
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-- whose front face is rows 20-23; the drawn top around the unit
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-- is WHITE, which is what `lid` carries. The keyboard rows 17-19
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-- are drawn below the desk's 16px top span, so the flat part's
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-- `z` puts it at the desk's front edge. The old billboard pins
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-- for these tiles (66/70/82/86, desk 9/88) stay as the
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-- degradation path -- the claim neutralizes them wherever this
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-- template stamps.
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{
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id = "center_pc",
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tiles = {
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{ 66, 70 },
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{ 82, 86 },
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{ 9, 88 },
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},
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roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
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slab = 0, frontEave = 0, ledge = nil, depth = 2,
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desk = { fascia = { 20, 21 }, base = { 22, 23 }, lid = "white" },
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parts = {
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{ kind = "upright", x = { 2, 13 }, top = { 0, 3 },
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facade = { 4, 14 }, depth = 6 }, -- the unit
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{ kind = "flat", x = { 2, 13 }, rows = { 17, 19 },
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z = 13 }, -- keyboard
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},
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},
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},
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MART = {
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-- F04 again: the Indigo Plateau lobby's PC (cell 15,7) -- the
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-- MART tileset shares the POKECENTER atlas, so this is the same
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-- drawing tile for tile. Same part table as the POKECENTER entry
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-- above.
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{
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id = "center_pc",
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tiles = {
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{ 66, 70 },
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{ 82, 86 },
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{ 9, 88 },
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},
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roofRows = 0, roofBack = 0, roofFront = 0, roofCycle = { 0, 0 },
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slab = 0, frontEave = 0, ledge = nil, depth = 2,
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desk = { fascia = { 20, 21 }, base = { 22, 23 }, lid = "white" },
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parts = {
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{ kind = "upright", x = { 2, 13 }, top = { 0, 3 },
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facade = { 4, 14 }, depth = 6 }, -- the unit
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{ kind = "flat", x = { 2, 13 }, rows = { 17, 19 },
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z = 13 }, -- keyboard
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},
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},
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},
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GYM = {
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-- F02 again: the Hall of Fame's recording machine is the lab's
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-- computer desk drawing, tile for tile, on the GYM atlas (one
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