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fixed a graphical issue with water next to chasm (the water tile looked as if it was a floor)
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@ -4580,6 +4580,8 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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}
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}
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// wall between lake and chasm -- no Escher here
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// wall between lake and chasm -- no Escher here
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if(chasmg == 1) forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) {
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if(chasmg == 1) forCellIdEx(c2, i, c) if(chasmgraph(c2) == 2) {
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dynamicval<qfloorinfo> qfib(qfi, qfi);
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set_floor(shFullFloor);
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placeSidewall(c, i, SIDE_LAKE, V, 0x202030FF);
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placeSidewall(c, i, SIDE_LAKE, V, 0x202030FF);
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placeSidewall(c, i, SIDE_LTOB, V, 0x181820FF);
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placeSidewall(c, i, SIDE_LTOB, V, 0x181820FF);
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placeSidewall(c, i, SIDE_BTOI, V, 0x101010FF);
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placeSidewall(c, i, SIDE_BTOI, V, 0x101010FF);
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