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Fix pyramid draw ops.
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@ -54,6 +54,8 @@ namespace MCGalaxy.Drawing.Ops {
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public override void Perform(Vec3S32[] marks, Player p, Level lvl, Brush brush) {
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public override void Perform(Vec3S32[] marks, Player p, Level lvl, Brush brush) {
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Vec3S32 p1 = Min, p2 = Max;
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Vec3S32 p1 = Min, p2 = Max;
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baseOp.Level = Level;
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while (true) {
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while (true) {
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baseOp.Perform(marks, p, lvl, brush);
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baseOp.Perform(marks, p, lvl, brush);
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if (p1.Y >= lvl.Height || Math.Abs(p2.X - p1.X) <= 1 || Math.Abs(p2.Z - p1.Z) <= 1)
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if (p1.Y >= lvl.Height || Math.Abs(p2.X - p1.X) <= 1 || Math.Abs(p2.Z - p1.Z) <= 1)
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@ -94,9 +96,10 @@ namespace MCGalaxy.Drawing.Ops {
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public override string Name { get { return "Pyramid reverse"; } }
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public override string Name { get { return "Pyramid reverse"; } }
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public override void Perform(Vec3S32[] marks, Player p, Level lvl, Brush brush) {
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public override void Perform(Vec3S32[] marks, Player p, Level lvl, Brush brush) {
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Vec3U16 p1 = Clamp(Min), p2 = Clamp(Max);
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Vec3U16 p1 = Clamp(Min), p2 = Clamp(Max);
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wallOp.Min = Min; wallOp.Max = Max;
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wallOp.Min = Min; wallOp.Max = Max;
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baseOp.Min = Min; baseOp.Max = Max;
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baseOp.Min = Min; baseOp.Max = Max;
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wallOp.Level = Level; baseOp.Level = Level;
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while (true) {
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while (true) {
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wallOp.Perform(marks, p, lvl, brush);
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wallOp.Perform(marks, p, lvl, brush);
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