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Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.
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@@ -133,12 +133,9 @@ extern const Gfx door_seg3_dl_one_star_near[];
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extern const Gfx door_seg3_dl_one_star_far[];
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extern const Gfx door_seg3_dl_three_stars_near[];
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extern const Gfx door_seg3_dl_three_stars_far[];
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extern const Gfx door_seg3_sub_dl_lock_begin[];
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extern const Gfx door_seg3_sub_dl_lock_end[];
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extern const Gfx door_seg3_dl_lock_far[];
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extern const Gfx door_seg3_dl_lock_near[];
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extern const Gfx door_seg3_dl_key_door[];
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extern const Gfx door_seg3_sub_dl_themed_handle_near[];
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extern const Gfx door_seg3_sub_dl_themed_door_overlay[];
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extern const Gfx door_seg3_sub_dl_themed_door_sides[];
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extern const Gfx door_seg3_sub_dl_themed_door[];
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extern const Gfx door_seg3_sub_dl_themed_door_begin[];
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extern const Gfx door_seg3_dl_rough_wooden_door_near[];
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@@ -189,6 +189,7 @@ const GeoLayout castle_door_0_star_geo[] = {
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GEO_ANIMATED_PART(LAYER_OPAQUE, -300, 0, 0, NULL),
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GEO_OPEN_NODE(),
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GEO_OPEN_NODE(),
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#ifndef AUTO_LOD
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GEO_RENDER_RANGE(-2048, 1000),
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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@@ -197,6 +198,7 @@ const GeoLayout castle_door_0_star_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_RENDER_RANGE(1000, 32767),
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#endif
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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GEO_OPEN_NODE(),
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@@ -221,6 +223,7 @@ const GeoLayout castle_door_1_star_geo[] = {
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GEO_ANIMATED_PART(LAYER_OPAQUE, -300, 0, 0, NULL),
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GEO_OPEN_NODE(),
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GEO_OPEN_NODE(),
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#ifndef AUTO_LOD
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GEO_RENDER_RANGE(-2048, 1000),
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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@@ -229,6 +232,7 @@ const GeoLayout castle_door_1_star_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_RENDER_RANGE(1000, 32767),
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#endif
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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GEO_OPEN_NODE(),
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@@ -253,6 +257,7 @@ const GeoLayout castle_door_3_stars_geo[] = {
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GEO_ANIMATED_PART(LAYER_OPAQUE, -300, 0, 0, NULL),
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GEO_OPEN_NODE(),
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GEO_OPEN_NODE(),
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#ifndef AUTO_LOD
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GEO_RENDER_RANGE(-2048, 1000),
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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@@ -261,6 +266,7 @@ const GeoLayout castle_door_3_stars_geo[] = {
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_RENDER_RANGE(1000, 32767),
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#endif
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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GEO_OPEN_NODE(),
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@@ -285,20 +291,7 @@ const GeoLayout key_door_geo[] = {
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GEO_ANIMATED_PART(LAYER_OPAQUE, -300, 0, 0, NULL),
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GEO_OPEN_NODE(),
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GEO_OPEN_NODE(),
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GEO_RENDER_RANGE(-2048, 1000),
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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GEO_OPEN_NODE(),
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GEO_DISPLAY_LIST(LAYER_OPAQUE, door_seg3_dl_lock_near),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_RENDER_RANGE(1000, 32767),
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GEO_OPEN_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_polished_wooden_door_near),
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GEO_OPEN_NODE(),
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GEO_DISPLAY_LIST(LAYER_OPAQUE_DECAL, door_seg3_dl_lock_far),
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GEO_CLOSE_NODE(),
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GEO_CLOSE_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, door_seg3_dl_key_door),
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GEO_CLOSE_NODE(),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, NULL),
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GEO_ANIMATED_PART(LAYER_OPAQUE, 0, 0, 0, NULL),
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