Added crimson and warped wood
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@@ -280,7 +280,8 @@ generate_pseudo_data(RenderState* state, uint16_t ancilData) {
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/* check for fences AND fence gates */
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return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, block_fence_gate) |
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check_adjacent_blocks(state, x, y, z, block_fence_gate) | check_adjacent_blocks(state, x, y, z, block_birch_fence_gate) | check_adjacent_blocks(state, x, y, z, block_jungle_fence_gate) |
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check_adjacent_blocks(state, x, y, z, block_dark_oak_fence_gate) | check_adjacent_blocks(state, x, y, z, block_acacia_fence_gate);
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check_adjacent_blocks(state, x, y, z, block_dark_oak_fence_gate) | check_adjacent_blocks(state, x, y, z, block_acacia_fence_gate)
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| check_adjacent_blocks(state, x, y, z, block_crimson_fence_gate) | check_adjacent_blocks(state, x, y, z, block_warped_fence_gate);
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} else if (state->block == block_redstone_wire) { /* redstone */
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/* three addiotional bit are added, one for on/off state, and
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