Fix ladders. They were forgotten at some point.
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@@ -1946,7 +1946,7 @@ def door(self, blockid, data):
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return img
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# ladder
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@material(blockd=65, data=[2, 3, 4, 5], transparent=True)
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@material(blockid=65, data=[2, 3, 4, 5], transparent=True)
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def ladder(self, blockid, data):
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# first rotations
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@@ -1966,28 +1966,28 @@ def ladder(self, blockid, data):
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elif data == 4: data = 3
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elif data == 5: data = 2
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img = Image.new("RGBA", (24,24), bgcolor)
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raw_texture = terrain_images[83]
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img = Image.new("RGBA", (24,24), self.bgcolor)
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raw_texture = self.terrain_images[83]
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if data == 5:
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# normally this ladder would be obsured by the block it's attached to
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# but since ladders can apparently be placed on transparent blocks, we
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# have to render this thing anyway. same for data == 2
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tex = transform_image_side(raw_texture)
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tex = self.transform_image_side(raw_texture)
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alpha_over(img, tex, (0,6), tex)
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return generate_texture_tuple(img, blockID)
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return img
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if data == 2:
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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tex = self.transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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alpha_over(img, tex, (12,6), tex)
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return generate_texture_tuple(img, blockID)
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return img
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if data == 3:
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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tex = self.transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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alpha_over(img, tex, (0,0), tex)
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return generate_texture_tuple(img, blockID)
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return img
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if data == 4:
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tex = transform_image_side(raw_texture)
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tex = self.transform_image_side(raw_texture)
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alpha_over(img, tex, (12,0), tex)
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return generate_texture_tuple(img, blockID)
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return img
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# wall signs
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