fix: neoapps dysfunctional build script
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@@ -410,7 +410,7 @@ void Biome::buildSurfaceAtDefault(Level *level, Random *random, byte* chunkBlock
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if (y <= 1 + random->nextInt(2))
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{
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chunkBlocks[index] = static_cast<byte>(Tile::unbreakable_Id);
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chunkBlocks[index] = static_cast<byte>(Tile::bedrock_Id);
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continue;
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}
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@@ -444,7 +444,7 @@ void Biome::buildSurfaceAtDefault(Level *level, Random *random, byte* chunkBlock
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if (this->getTemperature(x, y, z) < 0.15f)
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topState = static_cast<byte>(Tile::ice_Id);
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else
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topState = static_cast<byte>(Tile::calmWater_Id);
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topState = static_cast<byte>(Tile::water_Id);
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topStateData = 0;
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}
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@@ -482,7 +482,7 @@ void Biome::buildSurfaceAtDefault(Level *level, Random *random, byte* chunkBlock
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}
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else
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{
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fillerState = static_cast<byte>(Tile::sandStone_Id);
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fillerState = static_cast<byte>(Tile::sandstone_Id);
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fillerStateData = 0;
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}
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}
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@@ -542,9 +542,9 @@ Feature *Biome::getFlowerFeature(Random *random, int x, int y, int z)
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if (random->nextInt(3) > 0)
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{
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return new FlowerFeature(Tile::flower_Id);
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return new FlowerFeature(Tile::yellow_flower_Id);
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}
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return new FlowerFeature(Tile::rose_Id);
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return new FlowerFeature(Tile::red_flower_Id);
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}
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int Biome::getRandomDoublePlantType(Random *random)
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