optimized tiledata
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@ -114,10 +114,11 @@ end
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function InstanceTile(i,j,id)
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function InstanceTile(i,j,id)
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LevelTiles[i][j] = {}
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LevelTiles[i][j] = {}
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local tile = LevelTiles[i][j]
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local tile = LevelTiles[i][j]
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tile.id = id
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for _, Properties in pairs(TileData) do
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tile.id = id
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if Properties.id == tile.id then
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local Properties = TileData[tile.id]
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if Properties ~= nil then
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if type(Properties.overlay) == "table" then
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if type(Properties.overlay) == "table" then
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tile.display_overlay = Properties.overlay[math.random(#Properties.overlay)]
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tile.display_overlay = Properties.overlay[math.random(#Properties.overlay)]
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else
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else
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@ -131,29 +132,22 @@ function InstanceTile(i,j,id)
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end
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end
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end
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end
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end
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end
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end
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function TileGetType(tile)
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function TileGetType(tile)
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for _, Properties in pairs(TileData) do
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if TileData[tile.id] ~= nil then
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if Properties.id == tile.id then
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return TileData[tile.id].type
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return Properties.type
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end
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end
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end
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end
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end
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function TileGetDepth(tile)
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function TileGetDepth(tile)
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for _, Properties in pairs(TileData) do
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if TileData[tile.id] ~= nil then
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if Properties.id == tile.id then
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return TileData[tile.id].depth
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return Properties.depth
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end
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end
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end
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end
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end
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function TileGetLight(tile)
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function TileGetLight(tile)
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for _, Properties in pairs(TileData) do
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if TileData[tile.id] ~= nil then
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if Properties.id == tile.id then
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return TileData[tile.id].light
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return Properties.light
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end
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end
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end
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end
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end
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@ -468,6 +462,7 @@ end
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function AnimateTiles()
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function AnimateTiles()
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for _, Properties in pairs(TileData) do
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for _, Properties in pairs(TileData) do
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if Properties ~= nil then
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if Properties.animation ~= nil then
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if Properties.animation ~= nil then
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-- calculate subimage
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-- calculate subimage
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Properties.current_subimage = Properties.current_subimage + current_dt
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Properties.current_subimage = Properties.current_subimage + current_dt
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@ -483,11 +478,12 @@ function AnimateTiles()
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end
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end
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end
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end
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end
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end
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end
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function DrawTile(tile,x,y,depth)
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function DrawTile(tile,x,y,depth)
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for _, Properties in pairs(TileData) do
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local Properties = TileData[tile.id]
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if tile.id == Properties.id then
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if Properties ~= nil then
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if Properties.animation ~= nil then
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if Properties.animation ~= nil then
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if Properties.imgs[Properties.current_image] ~= nil
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if Properties.imgs[Properties.current_image] ~= nil
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and Properties.depth == depth
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and Properties.depth == depth
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@ -499,7 +495,8 @@ function DrawTile(tile,x,y,depth)
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0,
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0,
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tileProperties.scale,
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tileProperties.scale,
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tileProperties.scale
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tileProperties.scale
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) end
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)
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end
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elseif Properties.depth == depth then
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elseif Properties.depth == depth then
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if Properties.force ~= nil then
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if Properties.force ~= nil then
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if Properties.force ~= 0 then
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if Properties.force ~= 0 then
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@ -516,7 +513,7 @@ function DrawTile(tile,x,y,depth)
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else
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else
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love.graphics.draw(
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love.graphics.draw(
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LevelData.tileset,
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LevelData.tileset,
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TileIndex[Properties.id],
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TileIndex[tile.id],
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x,
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x,
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y,
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y,
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0,
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0,
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@ -529,8 +526,7 @@ function DrawTile(tile,x,y,depth)
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if Properties.overlay ~= nil then
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if Properties.overlay ~= nil then
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if Properties.overlay_depth == depth or Properties.overlay_depth == nil and Properties.depth == depth then
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if Properties.overlay_depth == depth or Properties.overlay_depth == nil and Properties.depth == depth then
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if Properties.overlay_animated then
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if Properties.overlay_animated then
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for _, overlay_properties in pairs(TileData) do
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local overlay_properties = TileData[Properties.overlay]
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if overlay_properties.id == Properties.overlay then
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love.graphics.draw(
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love.graphics.draw(
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overlay_properties.tileset,
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overlay_properties.tileset,
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overlay_properties.imgs[overlay_properties.current_image],
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overlay_properties.imgs[overlay_properties.current_image],
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@ -540,8 +536,6 @@ function DrawTile(tile,x,y,depth)
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tileProperties.scale,
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tileProperties.scale,
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tileProperties.scale
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tileProperties.scale
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)
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)
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end
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end
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else
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else
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love.graphics.draw(
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love.graphics.draw(
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LevelData.tileset,
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LevelData.tileset,
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@ -562,4 +556,3 @@ function DrawTile(tile,x,y,depth)
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]]
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]]
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end
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end
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end
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end
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end
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@ -1,80 +1,81 @@
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return {
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local properties = {}
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{
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id = 1,
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properties[1] = {
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type = "whole",
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type = "whole",
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depth = "foreground"
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depth = "foreground"
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},
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}
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{
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id = 2,
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properties[2] = {
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type = "emtpy",
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type = "emtpy",
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depth = "foreground"
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depth = "foreground"
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},
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}
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{
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id = 5,
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properties[5] = {
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 6,
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properties[6] = {
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 7,
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properties[7] = {
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 13,
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properties[13] = {
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type = "whole",
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type = "whole",
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depth = "foreground"
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depth = "foreground"
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},
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}
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{
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id = 25,
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properties[25] = {
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overlay = {17,19,21,23},
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overlay = {17,19,21,23},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 26,
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properties[26] = {
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overlay = {18,20,22,24},
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overlay = {18,20,22,24},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 37,
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properties[37] = {
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overlay = {29,31,33,35,42,44,46,48},
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overlay = {29,31,33,35,41,43,45,47},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 38,
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properties[38] = {
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overlay = {30,32,34,36,41,43,45,47},
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overlay = {30,32,34,36,42,44,46,48},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 49,
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properties[49] = {
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overlay = {53,55,57,59},
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overlay = {53,55,57,59},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 50,
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properties[50] = {
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overlay = {54,56,58,60},
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overlay = {54,56,58,60},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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},
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}
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{
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id = 61,
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properties[61] = {
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overlay = {1},
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type = "emtpy",
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depth = "background"
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},
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{
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id = 62,
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overlay = {1},
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overlay = {1},
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type = "emtpy",
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type = "emtpy",
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depth = "background"
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depth = "background"
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}
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}
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properties[62] = {
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overlay = {1},
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type = "emtpy",
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depth = "background"
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}
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}
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return properties
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