Fix turtle splashes erasing dropped dynamite
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@ -1877,8 +1877,10 @@ export class Level extends LevelInterface {
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// spawned from stepping off of a lilypad
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this.remove_tile(actor, true);
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// Announce we're leaving, for the handful of tiles that care about it
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for (let tile of original_cell) {
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// Announce we're leaving, for the handful of tiles that care about it. Do so from the top
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// down, specifically so dynamite becomes lit before a lilypad tries to splash
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for (let l = original_cell.length - 1; l >= 0; l--) {
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let tile = original_cell[l];
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if (! tile)
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continue;
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if (tile === actor)
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@ -1886,8 +1888,6 @@ export class Level extends LevelInterface {
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if (actor.ignores(tile.type.name))
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continue;
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// FIXME ah, stepping off a lilypad will add a splash but we're still here? but then
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// why did the warning not catch it
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if (tile.type.on_depart) {
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tile.type.on_depart(tile, this, actor);
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}
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