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blockprop: fall is now grav
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@@ -254,7 +254,7 @@ object WorldSimulator {
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val tile = world.getTileFromTerrain(x, y) ?: Block.STONE
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val tileBelow = world.getTileFromTerrain(x, y + 1) ?: Block.STONE
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if (tile.isFallable()) {
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if (tile.maxSupport()) {
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// displace fluid. This statement must precede isSolid()
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if (tileBelow.isFluid()) {
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// remove tileThis to create air pocket
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@@ -316,7 +316,7 @@ object WorldSimulator {
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}
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fun Int.isFallable() = BlockCodex[this].isFallable
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fun Int.isFallable() = BlockCodex[this].maxSupport
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