Fix treating a tile as wired if it had an adjacent wire with a tunnel running under it

This commit is contained in:
Eevee (Evelyn Woods) 2020-12-27 07:32:28 -07:00
parent 8211da6cc3
commit 6ab3ff9b0b

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@ -1832,9 +1832,12 @@ export class Level extends LevelInterface {
// Being next to e.g. a red teleporter doesn't count (but pink button is ok) // Being next to e.g. a red teleporter doesn't count (but pink button is ok)
continue; continue;
if (wired.wire_directions & dirinfo.opposite_bit) if ((wired.wire_directions & dirinfo.opposite_bit) &&
! (wired.wire_tunnel_directions & dirinfo.opposite_bit))
{
return true; return true;
} }
}
return false; return false;
} }