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Conduit padCorners
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3 changed files with 5 additions and 2 deletions
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@ -50,7 +50,8 @@ public class ControlPathfinder{
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costLegs = (team, tile) ->
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PathTile.legSolid(tile) ? impassable : 1 +
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(PathTile.deep(tile) ? 6000 : 0),
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(PathTile.deep(tile) ? 6000 : 0) +
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(PathTile.solid(tile) ? 2 : 0),
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costNaval = (team, tile) ->
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//impassable same-team neutral block, or non-liquid
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@ -38,6 +38,8 @@ public class Conduit extends LiquidBlock implements Autotiler{
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/** indices: [rotation] [fluid type] [frame] */
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public TextureRegion[][][] rotateRegions;
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/** If true, the liquid region is padded at corners, so it doesn't stick out. */
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public boolean padCorners = true;
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public boolean leaks = true;
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public @Nullable Block junctionReplacement, bridgeReplacement, rotBridgeReplacement;
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@ -188,7 +190,7 @@ public class Conduit extends LiquidBlock implements Autotiler{
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int wrapRot = (rotation + offset) % 4;
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TextureRegion liquidr = bits == 1 ? rotateRegions[wrapRot][gas][frame] : renderer.fluidFrames[gas][frame];
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if(bits == 1){
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if(bits == 1 && padCorners){
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ox = rotateOffsets[wrapRot][0];
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oy = rotateOffsets[wrapRot][1];
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}
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