Fix sign's texture and positioning
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2a21429685
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@ -103,51 +103,38 @@ impl ecs::System for SignRenderer {
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}
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},
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Block::StandingSign{rotation} => {
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info.offset_z = 5.0 / 16.0;
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info.offset_y = 5.0 / 16.0;
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info.has_stand = true;
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info.rotation = -(rotation.data() as f64 / 16.0) * PI * 2.0 + PI;
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}
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_ => return,
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}
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let wood = render::Renderer::get_texture(renderer.get_textures_ref(), "blocks/planks_oak");
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let tex = render::Renderer::get_texture(renderer.get_textures_ref(), "entity/sign");
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macro_rules! rel {
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($tex:expr, $x:expr, $y:expr, $w:expr, $h:expr) => (
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Some($tex.relative(($x) / 16.0, ($y) / 16.0, ($w) / 16.0, ($h) / 16.0))
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($x:expr, $y:expr, $w:expr, $h:expr) => (
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Some(tex.relative(($x) / 64.0, ($y) / 32.0, ($w) / 64.0, ($h) / 32.0))
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);
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}
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let mut verts = vec![];
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// Backboard
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model::append_box_texture_scale(&mut verts, -0.5, -4.0/16.0, -0.5/16.0, 1.0, 8.0/16.0, 1.0/16.0, [
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rel!(wood, 0.0, 0.0, 16.0, 2.0), // Up
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rel!(wood, 0.0, 0.0, 16.0, 2.0), // Down
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rel!(wood, 0.0, 4.0, 16.0, 12.0), // North
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rel!(wood, 0.0, 4.0, 16.0, 12.0), // South
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rel!(wood, 0.0, 0.0, 2.0, 12.0), // West
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rel!(wood, 0.0, 0.0, 2.0, 12.0), // East
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], [
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[1.5, 1.0], // Up
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[1.5, 1.0], // Down
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[1.5, 1.0], // North
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[1.5, 1.0], // South
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[1.0, 1.0], // West
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[1.0, 1.0], // East
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model::append_box(&mut verts, -0.5, -4.0/16.0, -0.5/16.0, 1.0, 8.0/16.0, 1.0/16.0, [
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rel!(2.0, 0.0, 24.0, 2.0), // Up
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rel!(26.0, 0.0, 24.0, 2.0), // Down
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rel!(2.0, 2.0, 24.0, 12.0), // North
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rel!(26.0, 2.0, 24.0, 12.0), // South
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rel!(0.0, 2.0, 2.0, 12.0), // West
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rel!(50.0, 2.0, 2.0, 12.0), // East
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]);
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for vert in &mut verts[8..12] {
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vert.r = 183;
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vert.g = 183;
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vert.b = 196;
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}
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if info.has_stand {
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let log = render::Renderer::get_texture(renderer.get_textures_ref(), "blocks/log_oak");
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model::append_box(&mut verts, -0.5/16.0, -0.25-9.0/16.0, -0.5/16.0, 1.0/16.0, 9.0/16.0, 1.0/16.0, [
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rel!(log, 0.0, 0.0, 2.0, 2.0), // Up
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rel!(log, 0.0, 0.0, 2.0, 2.0), // Down
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rel!(log, 0.0, 4.0, 2.0, 12.0), // North
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rel!(log, 0.0, 4.0, 2.0, 12.0), // South
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rel!(log, 0.0, 0.0, 2.0, 12.0), // West
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rel!(log, 0.0, 0.0, 2.0, 12.0), // East
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rel!(2.0, 14.0, 2.0, 2.0), // Up
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rel!(4.0, 14.0, 2.0, 2.0), // Down
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rel!(2.0, 16.0, 2.0, 12.0), // North
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rel!(6.0, 16.0, 2.0, 12.0), // South
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rel!(0.0, 16.0, 2.0, 12.0), // West
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rel!(4.0, 16.0, 2.0, 12.0), // East
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]);
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}
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