don't let TNT flood fill explode when under other particles (prevents lag)
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@ -75,8 +75,11 @@ int Element_BANG::update(UPDATE_FUNC_ARGS)
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}
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else if(parts[i].tmp==1)
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{
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int tempvalue = 2;
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sim->flood_prop(x, y, offsetof(Particle, tmp), &tempvalue, StructProperty::Integer);
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if ((pmap[y][x]>>8 == i))
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{
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int tempvalue = 2;
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sim->flood_prop(x, y, offsetof(Particle, tmp), &tempvalue, StructProperty::Integer);
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}
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parts[i].tmp = 2;
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}
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else if(parts[i].tmp==2)
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