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Nerf pillars
* make platforms one block high
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@ -1264,14 +1264,15 @@ impl Floor {
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min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
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min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
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.with_z(floor_z),
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.with_z(floor_z),
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max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
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max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
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.with_z(floor_z + 3),
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.with_z(floor_z + 1),
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}));
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}));
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let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
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let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
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let mut lights =
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let mut lights =
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prim(Primitive::Scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
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prim(Primitive::Scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
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lights = prim(Primitive::And(lighting_plane, lights));
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lights = prim(Primitive::And(lighting_plane, lights));
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// Only add the base (and shift the lights up) for boss-room pillars
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// Only add the base (and shift the lights up)
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// for boss-rooms pillars
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if room.kind == RoomKind::Boss {
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if room.kind == RoomKind::Boss {
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lights = prim(Primitive::Translate(lights, 3 * Vec3::unit_z()));
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lights = prim(Primitive::Translate(lights, 3 * Vec3::unit_z()));
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pillar = prim(Primitive::Or(pillar, base));
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pillar = prim(Primitive::Or(pillar, base));
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