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fixed a bug where wall item can be consumend indefinitely because checking for what's already there was not working
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@@ -50,7 +50,7 @@ object BlockBase {
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
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gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
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gameItem.inventoryCategory == GameItem.Category.WALL &&
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gameItem.dynamicID == ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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gameItem.dynamicID == "wall@"+ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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)
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return false
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