jacksonmj: Always use Properties instead of Falldown to decide whether particles can pass through walls e52a62354473
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@ -1963,9 +1963,9 @@ bool Simulation::IsWallBlocking(int x, int y, int type)
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return true;
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else if (wall == WL_ALLOWENERGY && !(elements[type].Properties&TYPE_ENERGY))
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return true;
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else if (wall == WL_ALLOWLIQUID && elements[type].Falldown!=2)
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else if (wall == WL_ALLOWLIQUID && !(elements[type].Properties&TYPE_LIQUID))
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return true;
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else if (wall == WL_ALLOWSOLID && elements[type].Falldown!=1)
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else if (wall == WL_ALLOWSOLID && !(elements[type].Properties&TYPE_PART))
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return true;
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else if (wall == WL_ALLOWAIR || wall == WL_WALL || wall == WL_WALLELEC)
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return true;
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