// Paused comparison scene: ordinary grains, fog, heat, trees and exceptional geometry. const cx = (W / 3) & ~3, cy = 180; window.CAM = [cx, cy]; SET.fog = true; SET.shake = false; SET.cameraLead = false; weather.next = 1e15; R.rain = 0; for (let y = cy - 52; y < cy + 52; y++) for (let x = cx - 90; x < cx + 90; x++) { const i = y * W + x; setCell(i, y >= cy + 24 ? STONE : EMPTY, 20, y >= cy + 24 ? F_NAT : 0); bgm[i] = part[i] = mach[i] = occ[i] = 0; blockP[(y >> 2) * BW + (x >> 2)] = 0; } for (let x = cx - 90; x < cx + 90; x++) { surfY[x] = cy + 16; dirtY[x] = cy + 30; graniteY[x] = cy + 38; basaltY[x] = cy + 46; } const fill = (x0,y0,w,h,m,T=20) => { for(let y=y0;y{const e=placeBlock(code,v,(cx+dx)>>2,(cy+dy)>>2,true);if(e)throw Error(e);}; for(let dx=-36;dx<-12;dx+=4)place(BP_BELT,1,dx,-12); place(BP_SCREW,1,-4,-12); place(BP_SCREW,4,0,-12); place(BP_BELT_UP,1,16,-12);place(BP_BELT_UP,1,20,-16); place(BP_PIPE,0,32,-12);place(BP_PIPE,0,36,-12); addMold('ingot',(cx+8)>>2,(cy+8)>>2,RSTONE,true); spawnBar(BARCU,cx-25,cy-16,0,0,700); flyers.push({x:cx-8,y:cy-18,m:SAND,rain:false}); ghostBlocks.set(((cy-4)>>2)*BW+((cx-4)>>2),[BP_WALL,RSTONE]); for(let j=0;j