Fixed some basic crashes
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@@ -9,10 +9,7 @@ uniform vec3 u_ambientColor;
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varying vec4 v_col;
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varying vec4 v_col;
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const vec3 ambientColor = vec3(1.0);
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const vec3 diffuse = vec3(0.2);
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const vec3 diffuse = vec3(0.2);
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const vec3 v1 = vec3(1.0, 0.0, 1.0);
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const vec3 v2 = vec3(1.0, 0.5, 0.0);
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void main(){
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void main(){
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0)));
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@@ -92,7 +92,7 @@ public class Blocks implements ContentList{
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hasShadow = false;
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hasShadow = false;
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}
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}
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public void draw(){}
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public void drawBase(Tile tile){}
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public void load(){}
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public void load(){}
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public void init(){}
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public void init(){}
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public boolean isHidden(){
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public boolean isHidden(){
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@@ -100,7 +100,6 @@ public class ContentLoader{
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/** Calls Content#load() on everything. Use only after all modules have been created on the client.*/
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/** Calls Content#load() on everything. Use only after all modules have been created on the client.*/
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public void load(){
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public void load(){
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Log.info("CALLING LOAD()");
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initialize(Content::load);
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initialize(Content::load);
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}
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}
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@@ -63,7 +63,7 @@ abstract class TileComp implements Posc, Teamc, Healthc, Tilec, Timerc{
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/** Sets this tile entity data to this and adds it if necessary. */
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/** Sets this tile entity data to this and adds it if necessary. */
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public Tilec init(Tile tile, boolean shouldAdd){
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public Tilec init(Tile tile, boolean shouldAdd){
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this.tile = tile;
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this.tile = tile;
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this.block = block();
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this.block = tile.block();
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set(tile.drawx(), tile.drawy());
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set(tile.drawx(), tile.drawy());
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if(block.activeSound != Sounds.none){
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if(block.activeSound != Sounds.none){
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@@ -186,11 +186,11 @@ abstract class TileComp implements Posc, Teamc, Healthc, Tilec, Timerc{
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}
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}
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public int rotation(){
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public int rotation(){
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return rotation();
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return tile.rotation();
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}
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}
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public void rotation(int rotation){
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public void rotation(int rotation){
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rotation(rotation);
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tile.rotation(rotation);
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}
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}
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public Floor floor(){
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public Floor floor(){
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