feat: remove iron bars
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7c6ed9dbcb
commit
6315c27226
12 files changed
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-87
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@@ -113,7 +113,7 @@
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- [ ] Glass Bottle
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- [ ] Ghast Tear
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- [ ] Magma Cream
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- [ ] Iron Bars
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- [x] Iron Bars
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- [ ] Ender Pearl
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- [ ] Eye of Ender
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- [ ] Music Discs (excluding 13 and Cat)
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@@ -628,9 +628,6 @@ Tutorial::Tutorial(int iPad, bool isFullTutorial /*= false*/) : m_iPad( iPad )
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int hugeMushroomItems[] = {Tile::hugeMushroom1_Id,Tile::hugeMushroom2_Id};
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if(!isHintCompleted(e_Tutorial_Hint_Huge_Mushroom)) addHint(e_Tutorial_State_Gameplay, new LookAtTileHint(e_Tutorial_Hint_Huge_Mushroom, this, hugeMushroomItems, 2 ) );
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int ironFenceItems[] = {Tile::ironFence_Id};
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if(!isHintCompleted(e_Tutorial_Hint_Iron_Fence)) addHint(e_Tutorial_State_Gameplay, new LookAtTileHint(e_Tutorial_Hint_Iron_Fence, this, ironFenceItems, 1 ) );
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int thisGlassItems[] = {Tile::thinGlass_Id};
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if(!isHintCompleted(e_Tutorial_Hint_Thin_Glass)) addHint(e_Tutorial_State_Gameplay, new LookAtTileHint(e_Tutorial_Hint_Thin_Glass, this, thisGlassItems, 1 ) );
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@@ -226,7 +226,6 @@ void IUIScene_CreativeMenu::staticCtor()
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ITEM(Tile::anvil_Id);
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ITEM(Tile::fence_Id)
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ITEM(Tile::netherFence_Id)
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ITEM(Tile::ironFence_Id)
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ITEM_AUX(Tile::cobbleWall_Id, WallTile::TYPE_NORMAL)
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ITEM_AUX(Tile::cobbleWall_Id, WallTile::TYPE_MOSSY)
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ITEM(Item::bed_Id)
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@@ -67,8 +67,6 @@ void ThinFenceTile_SPU::updateShape(ChunkRebuildData *level, int x, int y, int z
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Icon_SPU *ThinFenceTile_SPU::getEdgeTexture()
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{
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if(id == Tile_SPU::ironFence_Id)
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return &ms_pTileData->ironFence_EdgeTexture;
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if(id == Tile_SPU::thinGlass_Id)
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return &ms_pTileData->thinGlass_EdgeTexture;
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#ifndef SN_TARGET_PS3_SPU
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@@ -682,7 +682,6 @@ void Tile_SPU::initTilePointers()
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CREATE_TILE_TYPE(chest_Id, ChestTile_SPU);
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CREATE_TILE_TYPE(ironFence_Id, ThinFenceTile_SPU);
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CREATE_TILE_TYPE(thinGlass_Id, ThinFenceTile_SPU);
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CREATE_TILE_TYPE(fence_Id, FenceTile_SPU);
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@@ -399,7 +399,6 @@ public:
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static const int stoneBrickSmooth_Id = 98;
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static const int hugeMushroom1_Id = 99;
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static const int hugeMushroom2_Id = 100;
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static const int ironFence_Id = 101;
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static const int thinGlass_Id = 102;
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static const int melon_Id = 103;
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static const int pumpkinStem_Id = 104;
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@@ -119,55 +119,6 @@ bool SpikeFeature::placeWithIndex(Level *level, Random *random, int x, int y, in
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}
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}
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// cap the last spikes with a fence to stop lucky arrows hitting the crystal
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if(iIndex>5)
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{
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for (int yy = y; yy < y + hh; yy++)
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{
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if (yy < Level::genDepth)
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{
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for (int xx = x - 2; xx <= x + 2; xx++)
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{
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for (int zz = z - 2; zz <= z + 2; zz++)
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{
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int xd = xx - x;
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int zd = zz - z;
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int iVal = xd * xd + zd * zd;
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if ( iVal >= 2 * 2)
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{
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if(yy==(y + hh - 1))
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{
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placeBlock(level, xx, y + hh, zz, Tile::ironFence_Id, 0);
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placeBlock(level, xx, y + hh +1, zz, Tile::ironFence_Id, 0);
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placeBlock(level, xx, y + hh +2, zz, Tile::ironFence_Id, 0);
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}
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}
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}
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}
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}
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else
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{
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app.DebugPrintf("Breaking out of spike feature\n");
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break;
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}
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}
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// and cap off the top
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int yy = y + hh + 3;
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if (yy < Level::genDepth)
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{
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for (int xx = x - 2; xx <= x + 2; xx++)
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{
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for (int zz = z - 2; zz <= z + 2; zz++)
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{
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placeBlock(level, xx, yy, zz, Tile::ironFence_Id, 0);
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}
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}
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}
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}
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shared_ptr<EnderCrystal> enderCrystal = shared_ptr<EnderCrystal>(new EnderCrystal(level));
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enderCrystal->moveTo(x + 0.5f, y + hh, z + 0.5f, random->nextFloat() * 360, 0);
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level->addEntity(enderCrystal);
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@@ -262,13 +262,6 @@ void StrongholdPieces::StrongholdPiece::generateSmallDoor(Level *level, Random *
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case GRATES:
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placeBlock(level, 0, 0, footX + 1, footY, footZ, chunkBB);
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placeBlock(level, 0, 0, footX + 1, footY + 1, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX, footY, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX, footY + 1, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX, footY + 2, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX + 1, footY + 2, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY + 2, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY + 1, footZ, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, footX + 2, footY, footZ, chunkBB);
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break;
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case IRON_DOOR:
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placeBlock(level, Tile::stoneBrickSmooth_Id, 0, footX, footY, footZ, chunkBB);
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@@ -1062,13 +1055,7 @@ bool StrongholdPieces::PrisonHall::postProcess(Level *level, Random *random, Bou
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generateBox(level, chunkBB, 4, 1, 7, 4, 3, 7, false, random, (BlockSelector *)smoothStoneSelector);
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generateBox(level, chunkBB, 4, 1, 9, 4, 3, 9, false, random, (BlockSelector *)smoothStoneSelector);
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// grates
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generateBox(level, chunkBB, 4, 1, 4, 4, 3, 6, Tile::ironFence_Id, Tile::ironFence_Id, false);
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generateBox(level, chunkBB, 5, 1, 5, 7, 3, 5, Tile::ironFence_Id, Tile::ironFence_Id, false);
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// doors
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placeBlock(level, Tile::ironFence_Id, 0, 4, 3, 2, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, 4, 3, 8, chunkBB);
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placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3), 4, 1, 2, chunkBB);
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placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3) + DoorTile::UPPER_BIT, 4, 2, 2, chunkBB);
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placeBlock(level, Tile::door_iron_Id, getOrientationData(Tile::door_iron_Id, 3), 4, 1, 8, chunkBB);
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@@ -1394,17 +1381,6 @@ bool StrongholdPieces::PortalRoom::postProcess(Level *level, Random *random, Bou
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generateBox(level, chunkBB, 3, 1, 8, 7, 1, 12, false, random, (BlockSelector *)smoothStoneSelector);
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generateBox(level, chunkBB, 4, 1, 9, 6, 1, 11, Tile::lava_Id, Tile::lava_Id, false);
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// wall decorations
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for (int z = 3; z < depth - 2; z += 2)
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{
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generateBox(level, chunkBB, 0, 3, z, 0, 4, z, Tile::ironFence_Id, Tile::ironFence_Id, false);
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generateBox(level, chunkBB, width - 1, 3, z, width - 1, 4, z, Tile::ironFence_Id, Tile::ironFence_Id, false);
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}
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for (int x = 2; x < width - 2; x += 2)
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{
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generateBox(level, chunkBB, x, 3, depth - 1, x, 4, depth - 1, Tile::ironFence_Id, Tile::ironFence_Id, false);
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}
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// stair
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int orientationData = getOrientationData(Tile::stairs_stoneBrickSmooth_Id, 3);
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generateBox(level, chunkBB, 4, 1, 5, 6, 1, 7, false, random, (BlockSelector *)smoothStoneSelector);
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@@ -1568,7 +1568,6 @@ const int Tile::monsterStoneEgg_Id;
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const int Tile::stoneBrickSmooth_Id;
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const int Tile::hugeMushroom1_Id;
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const int Tile::hugeMushroom2_Id;
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const int Tile::ironFence_Id;
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const int Tile::thinGlass_Id;
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const int Tile::melon_Id;
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const int Tile::pumpkinStem_Id;
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@@ -261,7 +261,6 @@ public:
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static const int stoneBrickSmooth_Id = 98;
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static const int hugeMushroom1_Id = 99;
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static const int hugeMushroom2_Id = 100;
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static const int ironFence_Id = 101;
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static const int thinGlass_Id = 102;
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static const int melon_Id = 103;
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static const int pumpkinStem_Id = 104;
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@@ -1556,8 +1556,6 @@ bool VillagePieces::Smithy::postProcess(Level *level, Random *random, BoundingBo
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generateBox(level, chunkBB, 6, 1, 4, 9, 4, 6, Tile::stoneBrick_Id, Tile::stoneBrick_Id, false);
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placeBlock(level, Tile::lava_Id, 0, 7, 1, 5, chunkBB);
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placeBlock(level, Tile::lava_Id, 0, 8, 1, 5, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 5, chunkBB);
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placeBlock(level, Tile::ironFence_Id, 0, 9, 2, 4, chunkBB);
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generateBox(level, chunkBB, 7, 2, 4, 8, 2, 5, 0, 0, false);
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placeBlock(level, Tile::stoneBrick_Id, 0, 6, 1, 3, chunkBB);
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placeBlock(level, Tile::furnace_Id, 0, 6, 2, 3, chunkBB);
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@@ -347,7 +347,7 @@ int Zombie::getConversionProgress()
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{
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int tile = level->getTile(xx, yy, zz);
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if (tile == Tile::ironFence_Id || tile == Tile::bed_Id)
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if (tile == Tile::bed_Id)
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{
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if (random->nextFloat() < 0.3f) amount++;
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specialBlocksCount++;
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