added 'only_lit' option to cave mode
This commit is contained in:
14
chunk.py
14
chunk.py
@@ -294,6 +294,13 @@ class ChunkRenderer(object):
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return self._up_right_skylight
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up_right_skylight = property(_load_up_right_skylight)
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def _load_up_right_blocklight(self):
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"""Loads and returns lower-right blocklight array"""
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if not hasattr(self, "_up_right_blocklight"):
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self._load_up_right()
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return self._up_right_blocklight
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up_right_blocklight = property(_load_up_right_blocklight)
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def _load_up_left(self):
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"""Loads and sets data from upper-left chunk"""
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chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
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@@ -321,6 +328,13 @@ class ChunkRenderer(object):
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return self._up_left_skylight
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up_left_skylight = property(_load_up_left_skylight)
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def _load_up_left_blocklight(self):
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"""Loads and returns lower-left blocklight array"""
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if not hasattr(self, "_up_left_blocklight"):
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self._load_up_left()
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return self._up_left_blocklight
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up_left_blocklight = property(_load_up_left_blocklight)
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def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
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""" Generates a pseudo ancillary data for blocks that depend of
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what are surrounded and don't have ancillary data
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@@ -18,6 +18,67 @@
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#include "overviewer.h"
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#include <math.h>
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static inline int
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touches_light(unsigned int x, unsigned int y, unsigned int z,
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PyObject *light, PyObject *left_light, PyObject *right_light,
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PyObject *up_left_light, PyObject *up_right_light) {
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if (getArrayByte3D(light, x, y, z+1) != 0) {
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return 1;
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}
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if ((x == 15)) {
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if (up_right_light != Py_None) {
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if (getArrayByte3D(up_right_light, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(light, x+1, y, z) != 0) {
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return 1;
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}
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}
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if (x == 0) {
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if (left_light != Py_None) {
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if (getArrayByte3D(left_light, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(light, x-1, y, z) != 0) {
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return 1;
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}
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}
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if (y == 15) {
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if (right_light != Py_None) {
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if (getArrayByte3D(right_light, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(light, x, y+1, z) != 0) {
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return 1;
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}
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}
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if (y == 0) {
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if (up_left_light != Py_None) {
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if (getArrayByte3D(up_left_light, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(light, x, y-1, z) != 0) {
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return 1;
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}
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}
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return 0;
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}
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static int
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rendermode_cave_occluded(void *data, RenderState *state) {
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int x = state->x, y = state->y, z = state->z, dz = 0;
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@@ -31,56 +92,12 @@ rendermode_cave_occluded(void *data, RenderState *state) {
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/* check if the block is touching skylight */
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if (z != 127) {
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if (getArrayByte3D(self->skylight, x, y, z+1) != 0) {
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if (touches_light(x, y, z, self->skylight, self->left_skylight, self->right_skylight, self->up_left_skylight, self->up_right_skylight)) {
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return 1;
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}
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if ((x == 15)) {
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if (self->up_right_skylight != Py_None) {
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if (getArrayByte3D(self->up_right_skylight, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x+1, y, z) != 0) {
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return 1;
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}
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}
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if (x == 0) {
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if (self->left_skylight != Py_None) {
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if (getArrayByte3D(self->left_skylight, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x-1, y, z) != 0) {
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return 1;
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}
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}
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if (y == 15) {
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if (self->right_skylight != Py_None) {
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if (getArrayByte3D(self->right_skylight, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x, y+1, z) != 0) {
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return 1;
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}
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}
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if (y == 0) {
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if (self->up_left_skylight != Py_None) {
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if (getArrayByte3D(self->up_left_skylight, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x, y-1, z) != 0) {
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return 1;
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}
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if (self->only_lit && !touches_light(x, y, z, self->blocklight, self->left_blocklight, self->right_blocklight, self->up_left_blocklight, self->up_right_blocklight)) {
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return 1;
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}
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/* check for normal occlusion */
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@@ -176,17 +193,31 @@ rendermode_cave_start(void *data, RenderState *state, PyObject *options) {
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self->depth_tinting = 1;
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}
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opt = PyDict_GetItemString(options, "only_lit");
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if (opt) {
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self->only_lit = PyObject_IsTrue(opt);
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} else {
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self->only_lit = 0;
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}
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/* if there's skylight we are in the surface! */
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self->skylight = PyObject_GetAttrString(state->self, "skylight");
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self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight");
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self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight");
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self->up_left_skylight = PyObject_GetAttrString(state->self, "up_left_skylight");
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self->up_right_skylight = PyObject_GetAttrString(state->self, "up_right_skylight");
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if (self->only_lit) {
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self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
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self->left_blocklight = PyObject_GetAttrString(state->self, "left_blocklight");
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self->right_blocklight = PyObject_GetAttrString(state->self, "right_blocklight");
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self->up_left_blocklight = PyObject_GetAttrString(state->self, "up_left_blocklight");
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self->up_right_blocklight = PyObject_GetAttrString(state->self, "up_right_blocklight");
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}
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/* colors for tinting */
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self->depth_colors = PyObject_GetAttrString(state->chunk, "depth_colors");
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return 0;
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}
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@@ -194,13 +225,21 @@ static void
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rendermode_cave_finish(void *data, RenderState *state) {
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RenderModeCave* self;
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self = (RenderModeCave *)data;
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Py_DECREF(self->skylight);
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Py_DECREF(self->left_skylight);
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Py_DECREF(self->right_skylight);
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Py_DECREF(self->up_left_skylight);
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Py_DECREF(self->up_right_skylight);
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if (self->only_lit) {
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Py_DECREF(self->blocklight);
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Py_DECREF(self->left_blocklight);
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Py_DECREF(self->right_blocklight);
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Py_DECREF(self->up_left_blocklight);
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Py_DECREF(self->up_right_blocklight);
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}
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Py_DECREF(self->depth_colors);
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rendermode_normal.finish(data, state);
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@@ -231,6 +270,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
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static RenderModeOption rendermode_cave_options[] = {
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{"depth_tinting", "tint caves based on how deep they are (default: True)"},
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{"only_lit", "only render lit caves (default: False)"},
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{NULL, NULL}
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};
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@@ -176,10 +176,18 @@ typedef struct {
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PyObject *up_left_skylight;
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PyObject *up_right_skylight;
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/* data used to know where the surface is */
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PyObject *blocklight;
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PyObject *left_blocklight;
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PyObject *right_blocklight;
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PyObject *up_left_blocklight;
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PyObject *up_right_blocklight;
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/* colors used for tinting */
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PyObject *depth_colors;
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int depth_tinting;
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int only_lit;
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} RenderModeCave;
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extern RenderModeInterface rendermode_cave;
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