some tile processing fix-ups.
Some of the new colors added to some monster tiles did not have gray scale mappings. This fixes the processing by mapping them to *something*, but optimal gray scale mappings for the new colors will require follow-up evaluation at some point.
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+14944
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@@ -8903,7 +8903,7 @@ Z = (195, 195, 195)
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# tile 467 (barrow wight,female)
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# tile 467 (barrow wight,female)
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{
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{
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................
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................
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.......OOOOO.....
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.......OOOOO....
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..OOOOOOO.......
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..OOOOOOO.......
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.ODLDLOO.OOO....
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.ODLDLOO.OOO....
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.OLLLLOOOOOOO...
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.OLLLLOOOOOOO...
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@@ -44,7 +44,9 @@ static int grayscale = 0;
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/* grayscale color mapping */
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/* grayscale color mapping */
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static const int graymappings[] = {
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static const int graymappings[] = {
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/* . A B C D E F G H I J K L M N O P */
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/* . A B C D E F G H I J K L M N O P */
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0, 1, 17, 18, 19, 20, 27, 22, 23, 24, 25, 26, 21, 15, 13, 14, 14
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0, 1, 17, 18, 19, 20, 27, 22, 23, 24, 25, 26, 21, 15, 13, 14, 14,
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/* Q R S T U V W */
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1, 17, 18, 19, 20, 27, 22
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};
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};
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void
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void
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