Fix wired drawing of teleports
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@ -189,7 +189,10 @@ export const CC2_TILESET_LAYOUT = {
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overlay: 'thinwall_e',
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},
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// TODO directional block arrows
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teleport_blue: [[4, 10], [5, 10], [6, 10], [7, 10]],
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teleport_blue: {
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base: [0, 2],
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wired: [[4, 10], [5, 10], [6, 10], [7, 10]],
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},
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popwall: [8, 10],
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gravel: [9, 10],
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ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
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@ -261,7 +264,10 @@ export const CC2_TILESET_LAYOUT = {
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teleport_green: [[4, 19], [5, 19], [6, 19], [7, 19]],
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teleport_yellow: [[8, 19], [9, 19], [10, 19], [11, 19]],
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transmogrifier: [[12, 19], [13, 19], [14, 19], [15, 19]],
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teleport_red: [[4, 20], [5, 20], [6, 20], [7, 20]],
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teleport_red: {
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base: [0, 2],
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wired: [[4, 20], [5, 20], [6, 20], [7, 20]],
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},
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slime: [[8, 20], [9, 20], [10, 20], [11, 20], [12, 20], [13, 20], [14, 20], [15, 20]],
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force_floor_all: [[0, 21], [1, 21], [2, 21], [3, 21], [4, 21], [5, 21], [6, 21], [7, 21]],
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@ -24,7 +24,7 @@ function player_visual_state(me) {
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else if (me.fail_reason) {
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return 'failed';
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}
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else if (me.cell.some(t => t.type.name === 'water') &&
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else if (me.cell && me.cell.some(t => t.type.name === 'water') &&
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(! me.previous_cell || me.previous_cell.some(t => t.type.name === 'water')))
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{
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return 'swimming';
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