Changed falldown values for FIRE, CO2, and SMKE to zero, reverted changes to collision/placement logic
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@ -1859,7 +1859,7 @@ bool Simulation::IsWallBlocking(int x, int y, int type)
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return true;
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else if (wall == WL_ALLOWLIQUID && elements[type].Falldown!=2)
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return true;
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else if (wall == WL_ALLOWSOLID && (elements[type].Falldown!=1 || type == PT_CO2 || type == PT_FIRE || type == PT_SMKE))
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else if (wall == WL_ALLOWSOLID && elements[type].Falldown!=1)
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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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@ -2065,7 +2065,7 @@ int Simulation::eval_move(int pt, int nx, int ny, unsigned *rr)
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return 0;
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if (bmap[ny/CELL][nx/CELL]==WL_ALLOWLIQUID && elements[pt].Falldown!=2)
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return 0;
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if (bmap[ny/CELL][nx/CELL]==WL_ALLOWSOLID && (elements[pt].Falldown!=1 || pt == PT_FIRE || pt == PT_SMKE || pt == PT_CO2))
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if (bmap[ny/CELL][nx/CELL]==WL_ALLOWSOLID && elements[pt].Falldown!=1)
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return 0;
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if (bmap[ny/CELL][nx/CELL]==WL_ALLOWAIR || bmap[ny/CELL][nx/CELL]==WL_WALL || bmap[ny/CELL][nx/CELL]==WL_WALLELEC)
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return 0;
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@ -17,7 +17,7 @@ Element_CO2::Element_CO2()
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Gravity = 0.1f;
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Diffusion = 1.0f;
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HotAir = 0.000f * CFDS;
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Falldown = 1;
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Falldown = 0;
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Flammable = 0;
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Explosive = 0;
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@ -17,7 +17,7 @@ Element_FIRE::Element_FIRE()
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Gravity = -0.1f;
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Diffusion = 0.00f;
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HotAir = 0.001f * CFDS;
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Falldown = 1;
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Falldown = 0;
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Flammable = 0;
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Explosive = 0;
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@ -17,7 +17,7 @@ Element_SMKE::Element_SMKE()
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Gravity = -0.1f;
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Diffusion = 0.00f;
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HotAir = 0.001f * CFDS;
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Falldown = 1;
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Falldown = 0;
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Flammable = 0;
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Explosive = 0;
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