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dramatic stadium
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@@ -865,6 +865,16 @@ local function castShadows(state, terrain, nbMesh, posed, cx, cy, vw, vh,
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ShadowMap.draw(BattleBillboard.mesh(), card.tex, ShadowMap.snug(card.model))
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end
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ShadowMap.sprites(false)
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-- and the STADIUM models, outside the sprite flag and un-snugged, for
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-- the reasons the flat battle pass gives (BattleScene.castShadows):
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-- these are geometry, not cut-outs
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pcall(function()
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local stageArena, stageY = V.require("OverworldBattle").stage()
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if stageArena and stageArena.discs then
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V.require("StadiumStage").cast(ShadowMap, stageArena, stageY or 0)
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end
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V.require("Stadium").cast(ShadowMap)
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end)
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ShadowMap.finish(sig)
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end
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@@ -1072,6 +1082,24 @@ function VoxelScene.render(state, w, h, vw, vh, paletteFor, eyes)
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Voxel3D.draw(BattleBillboard.mesh(), card.tex, card.model,
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BattleBillboard.PULL)
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end
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-- and, on the STADIUM rungs, the models -- the same skinned meshes the
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-- flat pass and the sun already used this frame, drawn again through
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-- THIS eye. Unlike the cards there is nothing per-eye about them: a
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-- model faces its opponent, not the viewer, so both eyes see the same
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-- pose from their own seats, which is what makes it read as solid.
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--
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-- On STADIUM B the platforms come with them. In a headset the world is
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-- still drawn -- the player is standing IN it, which is the whole point
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-- of the headset, so the rung's "no map" does not apply here -- and the
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-- discs then read as a stage set down on the ground, which is what they
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-- are.
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pcall(function()
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local stageArena, stageY = V.require("OverworldBattle").stage()
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if stageArena and stageArena.discs then
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V.require("StadiumStage").draw(stageArena, stageY or 0)
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end
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V.require("Stadium").draw(BattleBillboard.PULL)
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end)
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if battleTex.flash then Voxel3D.flatten(nil) end
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-- and the MOVE ANIMATIONS, standing on the same arena: the
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-- engine's own effects layer on the plane through both cells
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