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2D3D:: skies and ceilings
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@@ -268,7 +268,7 @@ namespace geom3 {
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LEG0, LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
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BODY, BODY1, BODY2, BODY3,
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NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2, HEAD3,
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ALEG0, ALEG, ABODY, AHEAD, BIRD;
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ALEG0, ALEG, ABODY, AHEAD, BIRD, LOWSKY, SKY;
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string invalid;
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@@ -335,7 +335,7 @@ namespace geom3 {
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BIRD = 1.20;
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}
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else {
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INFDEEP = GDIM == 3 ? (sphere ? M_PI/2 : +10) : (euclid || sphere) ? 0.01 : lev_to_projection(0) * tanh(camera);
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INFDEEP = GDIM == 3 ? (sphere ? M_PI/2 : +5) : (euclid || sphere) ? 0.01 : lev_to_projection(0) * tanh(camera);
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ld wh = actual_wall_height();
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WALL = lev_to_factor(wh);
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FLOOR = lev_to_factor(0);
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@@ -381,6 +381,8 @@ namespace geom3 {
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LAKE = lev_to_factor(-lake_top);
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HELLSPIKE = lev_to_factor(-(lake_top+lake_bottom)/2);
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BOTTOM = lev_to_factor(-lake_bottom);
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LOWSKY = lev_to_factor((1 + rock_wall_ratio) * wh);
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SKY = LOWSKY - 5;
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}
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}
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