Roof. --> ..
Floor(textureOffset)
Floor(textureOffset) --> case !LOD_HIGH : Floor. # lores floor case comp.sel == "back": Floor. # lores floor on the back case textureOffset == 0: GroundFloor. # no hires for groundfloors else : split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD
Floor(textureOffset) --> case !LOD_HIGH : Floor. # lores floor case comp.sel == "back": split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD # lores floor on the back case textureOffset == 0: GroundFloor. # no hires for groundfloors else : split(y){~Floor_Height : FloorDetails(floorindex(textureOffset))}* # split repeated mid floors again for High LOD
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