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Fix /map edge using half map height instead of edge level. (Thanks fam0r)
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@ -30,7 +30,7 @@ namespace MCGalaxy.Blocks.Physics {
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ActivateablePhysics.CheckAt(lvl, lvl.PosToInt(x, (ushort)(y - 1), z));
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//Edge of map water
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if (lvl.edgeWater && (y < lvl.Height / 2 && y >= (lvl.Height / 2) - 2)) {
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if (lvl.edgeWater && (y < lvl.EdgeLevel && y >= (lvl.EdgeLevel + lvl.SidesOffset))) {
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if (x == 0 || x == lvl.Width - 1 || z == 0 || z == lvl.Length - 1)
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lvl.AddUpdate(C.b, Block.water);
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}
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