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Undefined custom blocks should have full grass for texture
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@ -206,16 +206,9 @@ namespace ClassicalSharp {
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LightOffset[block] = CalcLightOffset(block);
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LightOffset[block] = CalcLightOffset(block);
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if (block >= Block.CpeCount) {
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if (block >= Block.CpeCount) {
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#if !ONLY_8BIT
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// give some random texture ids
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SetTex((byte)((block * 10 + (block % 7) + 20) % 80), Side.Top, block);
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SetTex((byte)((block * 8 + (block & 5) + 5 ) % 80), Side.Bottom, block);
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SetSide((byte)((block * 4 + (block / 4) + 4 ) % 80), block);
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#else
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SetTex(0, Side.Top, block);
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SetTex(0, Side.Top, block);
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SetTex(0, Side.Bottom, block);
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SetTex(0, Side.Bottom, block);
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SetSide(0, block);
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SetSide(0, block);
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#endif
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} else {
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} else {
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SetTex(topTex[block], Side.Top, block);
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SetTex(topTex[block], Side.Top, block);
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SetTex(bottomTex[block], Side.Bottom, block);
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SetTex(bottomTex[block], Side.Bottom, block);
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@ -173,16 +173,9 @@ void Block_ResetProps(BlockID block) {
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Block_LightOffset[block] = Block_CalcLightOffset(block);
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Block_LightOffset[block] = Block_CalcLightOffset(block);
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if (block >= BLOCK_CPE_COUNT) {
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if (block >= BLOCK_CPE_COUNT) {
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#if USE16_BIT
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/* give some random texture ids */
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Block_SetTex((block * 10 + (block % 7) + 20) % 80, FACE_YMAX, block);
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Block_SetTex((block * 8 + (block & 5) + 5) % 80, FACE_YMIN, block);
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Block_SetSide((block * 4 + (block / 4) + 4) % 80, block);
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#else
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Block_SetTex(0, FACE_YMAX, block);
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Block_SetTex(0, FACE_YMAX, block);
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Block_SetTex(0, FACE_YMIN, block);
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Block_SetTex(0, FACE_YMIN, block);
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Block_SetSide(0, block);
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Block_SetSide(0, block);
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#endif
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} else {
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} else {
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Block_SetTex(Block_TopTex[block], FACE_YMAX, block);
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Block_SetTex(Block_TopTex[block], FACE_YMAX, block);
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Block_SetTex(Block_BottomTex[block], FACE_YMIN, block);
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Block_SetTex(Block_BottomTex[block], FACE_YMIN, block);
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