Prevent water equalization from moving onto particles.
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@ -2675,7 +2675,7 @@ int flood_water(int x, int y, int i, int originaly, int check)
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{
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{
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parts[pmap[y][x]>>8].tmp2 = !check;//flag it as checked, maybe shouldn't use .tmp2
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parts[pmap[y][x]>>8].tmp2 = !check;//flag it as checked, maybe shouldn't use .tmp2
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//check above, maybe around other sides too?
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//check above, maybe around other sides too?
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if ( ((y-1) > originaly) && eval_move(parts[i].type, x, y-1, NULL))
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if ( ((y-1) > originaly) && !pmap[y-1][x] && eval_move(parts[i].type, x, y-1, NULL))
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{
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{
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int oldx = (int)(parts[i].x + 0.5f);
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int oldx = (int)(parts[i].x + 0.5f);
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int oldy = (int)(parts[i].y + 0.5f);
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int oldy = (int)(parts[i].y + 0.5f);
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