Using floor-based terrain instead of area-based
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@@ -37,7 +37,7 @@ def main():
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out_lines = []
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for tri in tris:
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out_lines.append("{%s,0,{{%s,%s,%s},{%s,%s,%s},{%s,%s,%s}}}"%(tri[3], \
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out_lines.append("{%s,0,TERRAIN_SNOW,{{%s,%s,%s},{%s,%s,%s},{%s,%s,%s}}}"%(tri[3], \
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verts[tri[0]][0], verts[tri[0]][1], verts[tri[0]][2], \
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verts[tri[1]][0], verts[tri[1]][1], verts[tri[1]][2], \
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verts[tri[2]][0], verts[tri[2]][1], verts[tri[2]][2]))
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@@ -45,7 +45,7 @@ def main():
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out_str = ",\n".join(out_lines)
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out_str = "const struct SM64Surface surfaces[] = {\n" + out_str + "};\n\n"
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out_str += "const size_t surfaces_count = sizeof( surfaces ) / sizeof( surfaces[0] );"
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out_str = '#include "../src/include/surface_terrains.h"\n' + out_str
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out_str = '#include "../src/decomp/include/surface_terrains.h"\n' + out_str
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out_str = '#include "level.h"\n' + out_str
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with open("test/level.c", "w") as file:
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