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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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update 2d shiny sprites and shiny animation
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+75
-5
@@ -906,11 +906,13 @@ return {
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-- two flanks -- see `prop` below.
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wall = { 2, 3, 4, 5, 6, 16, 18, 19, 20, 21, 22, 40, 41,
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76, 77, 92, 93, 94, 95 },
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-- the counters, half a cell high: top band (8) with the nurse's
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-- tray (10), front face (24/25, the game's counterTiles), left end
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-- cap (56) and the Cable Club's light sections (90/91). 8px is
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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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-- the counters, half a cell high: top band (8) and the one cell of
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-- it that carries the push bell (10, lifted off as a figure below --
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-- the pin stays as the degradation path), front face (24/25, the
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-- game's counterTiles), left end cap (56) and the Cable Club's light
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-- sections (90/91). 8px is one clean band, so the drawn front panel
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-- stands up and the counter top stays on top; at 12 they read as
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-- wall stubs
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counter = { 8, 10, 24, 25, 56, 90, 91,
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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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@@ -1035,6 +1037,74 @@ return {
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-- on the arm. The background corners around his head and the
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-- cushion wedge under his legs are the only pixels given back.
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figures = {
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-- THE PUSH BELL on the reception counter. One tile, $0A, drawn in
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-- the counter's TOP tile row at cell (3,2) -- the same cell in all
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-- eleven Centers and nowhere else on this id (scan: 11 hits, all
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-- tile (7,4)). Every other counter cell in the game runs 8 over
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-- 24/25; this one runs 8/10 over 24/25, and 10 is 8 with the bell
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-- painted into its east half.
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--
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-- It could not be a class pin: a pin resolves a whole 8x8 tile, and
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-- the tile is three quarters counter top. Pinned with the counter
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-- (which is what it was) the bell was just ink lying on the
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-- surface -- and lying on it TWICE, because the counter's one top
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-- row had to cover a 16px-deep plot and the mesher repeated it (see
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-- the half-cell rule in ChunkMesher: fixed, and the two stacked
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-- bells were what showed it).
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--
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-- So it is lifted off by mask, exactly like the Marts' till, and
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-- `under` puts plain 8 back -- the counter top the artist drew for
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-- every other cell of the same run, so nothing is synthesized and
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-- the surface closes up seamlessly.
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--
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-- Unlike the till it is NOT an extrusion of its drawing. Seven
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-- pixels by six of ¾-view dome state a round object and nothing
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-- else usable: every reading that turns six rows into geometry
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-- invents more than it measures. So the solid is AUTHORED (see
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-- TileShape's `model`) -- a 5x3 puck with its corners taken off,
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-- one voxel proud of the counter, with a single button voxel at
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-- its centre. `pixels` stays as the segmentation: it is what says
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-- where on the tile the bell is, and the model centres on it.
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--
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-- COLOUR is still not authored. Each layer names the texel its
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-- faces wear, and all four come off tile 8 -- the counter's own
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-- plain top, whose first rows are one flat shade each: row 0 its
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-- black back edge, row 1 its white highlight, row 5 its light
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-- band. So the puck's sides are the desk's own light shade, its
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-- top the desk's own white, and the button's sides the desk's own
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-- black, and all four follow every palette bake with it.
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--
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-- It stands at the FRONT of the counter cell: a service bell is on
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-- the customer's side of the desk, and this is the only object in
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-- the profile whose depth its drawing does not state. `inset` 2
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-- backs it off the counter's own front lip -- flush read as balanced
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-- on the edge; this is the number to move to slide it either way.
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{
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w = 1,
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inset = 2,
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tiles = { 10 },
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under = { 8 },
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model = {
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{ plan = { "0xxx0",
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"xxxxx",
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"0xxx0" },
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top = { 8, 1 }, side = { 8, 5 } },
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{ plan = { "00000",
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"00x00",
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"00000" },
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top = { 8, 1 }, side = { 8, 0 } },
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},
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pixels = {
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"........",
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"........",
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"...XXX..",
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"..XXXXX.",
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".XXXXXXX",
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".XXXXXXX",
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"..XXXXX.",
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"...XXX..",
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},
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},
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{
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w = 3,
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tiles = { 36, 37, 57,
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