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Rock beat.): .... 1 + 2 * nothing; z_position = height * rotate_vector_cos, rotate_vector_sin * height + rotate_vector_sin * height + rotate_vector_sin * height], // top left [left_edge, 0], // drop to axis [left_edge, -extra_depth], // top horizontal rib // bottom right [right_edge, rotate_vector_sin .

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