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Fixed a lack of an error message in draw.js.
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360ae06d65
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@ -78,17 +78,21 @@ var sess = context.remember();
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context.checkArgs(1, 1, "<image>");
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context.checkArgs(1, 1, "<image>");
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var img = ImageIO.read(context.getSafeFile("drawings", argv[1]));
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var f = context.getSafeFile("drawings", argv[1]);
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var width = img.getWidth();
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if (f != null) {
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var height = img.getHeight();
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var img = ImageIO.read(f);
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var origin = player.getBlockIn();
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var width = img.getWidth();
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var height = img.getHeight();
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for (var x = 0; x < width; x++) {
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var origin = player.getBlockIn();
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for (var x = 0; x < width; x++) {
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for (var y = 0; y < height; y++) {
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for (var y = 0; y < height; y++) {
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var c = new Color(img.getRGB(x, y));
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var c = new Color(img.getRGB(x, y));
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var data = findClosestWoolColor(c);
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var data = findClosestWoolColor(c);
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sess.setBlock(origin.add(x, 0, y), new BaseBlock(35, data));
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sess.setBlock(origin.add(x, 0, y), new BaseBlock(35, data));
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}
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}
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}
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}
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}
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