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fix: falling blocks would pass-thru/delete nonsolid blocks
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@@ -243,7 +243,7 @@ object WorldSimulator {
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val currentTile = world.getTileFromTerrain(x, y)
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val prop = BlockCodex[currentTile]
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// don't let the falling sand destroy the precious storage chest
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val isAir = !prop.isSolid && !prop.isActorBlock
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val isAir = prop.hasTag("INCONSEQUENTIAL")
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val support = prop.maxSupport
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val isFallable = support != -1
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