fix: chest breaking animation
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@@ -458,6 +458,13 @@ bool TileRenderer::tesselateInWorld( Tile* tt, int x, int y, int z, int forceDat
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case Tile::SHAPE_HOPPER:
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retVal = tesselateHopperInWorld(tt, x, y, z);
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break;
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case Tile::SHAPE_ENTITYTILE_ANIMATED:
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if (hasFixedTexture())
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{
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setShape(tt);
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retVal = tesselateBlockInWorld(tt, x, y, z, 0x3f);
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}
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break;
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};
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