Restore the splash when pushing a block into water; fix splash/explosion in TW tileset
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@ -791,6 +791,10 @@ const EDITOR_PALETTE = [{
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'button_blue',
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'button_blue',
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'button_red', 'cloner',
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'button_red', 'cloner',
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'button_brown', 'trap',
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'button_brown', 'trap',
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'teleport_blue',
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'teleport_red',
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'teleport_green',
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'teleport_yellow',
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],
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],
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}];
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}];
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class Editor extends PrimaryView {
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class Editor extends PrimaryView {
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@ -385,11 +385,12 @@ export const TILE_WORLD_TILESET_LAYOUT = {
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thinwall_se: [3, 0],
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thinwall_se: [3, 0],
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cloner: [3, 1],
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cloner: [3, 1],
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force_floor_all: [3, 2],
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force_floor_all: [3, 2],
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splash: [3, 3],
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player_drowned: [3, 3],
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player_drowned: [3, 3],
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player_burned: [3, 4],
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player_burned: [3, 4],
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player_bombed: [3, 5],
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player_bombed: [3, 5],
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explosion_bomb: [3, 6],
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explosion: [3, 6],
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explosion_other: [3, 7],
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explosion_other: [3, 7], // TODO ???
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// 3, 8 unused
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// 3, 8 unused
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player_exiting: [3, 9],
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player_exiting: [3, 9],
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// 3, 10 and 11 are "exit_extra_{1,2}"
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// 3, 10 and 11 are "exit_extra_{1,2}"
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@ -306,7 +306,7 @@ const TILE_TYPES = {
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on_arrive(me, level, other) {
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on_arrive(me, level, other) {
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// TODO cc1 allows items under water, i think; water was on the upper layer
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// TODO cc1 allows items under water, i think; water was on the upper layer
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if (other.type.name === 'dirt_block' || other.type.name === 'clone_block') {
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if (other.type.name === 'dirt_block' || other.type.name === 'clone_block') {
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level.remove_tile(other);
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level.transmute_tile(other, 'splash');
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level.transmute_tile(me, 'dirt');
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level.transmute_tile(me, 'dirt');
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}
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}
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else if (other.type.name === 'ice_block') {
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else if (other.type.name === 'ice_block') {
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