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rendering scheme of the world changed, fluids draw as intended
But my idea wasn't very stellar, *sigh*
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@@ -20,6 +20,9 @@ object Fluid {
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val fluidRange = 1..2 // MANUAL UPDATE
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/**
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* Returns tile number in the main tile atlas. Water being 4095.
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*/
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fun getFluidTileFrom(type: FluidType) = GameWorld.TILES_SUPPORTED - type.abs()
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fun isThisTileFluid(tileid: Int) = tileid in fluidTilesRange
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}
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