Fix treating a tile as wired if it had an adjacent wire with a tunnel running under it
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@ -1832,9 +1832,12 @@ export class Level extends LevelInterface {
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// Being next to e.g. a red teleporter doesn't count (but pink button is ok)
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// Being next to e.g. a red teleporter doesn't count (but pink button is ok)
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continue;
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continue;
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if (wired.wire_directions & dirinfo.opposite_bit)
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if ((wired.wire_directions & dirinfo.opposite_bit) &&
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! (wired.wire_tunnel_directions & dirinfo.opposite_bit))
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{
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return true;
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return true;
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}
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}
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}
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return false;
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return false;
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}
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}
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