added color variance
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@@ -11,18 +11,18 @@ public abstract class Liquid : Element {
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Vector2I freePos = Vector2I.Zero;
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for (int y = 0; y <= maxDirection.Y; y++) { // height
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if (source.Position.Y + y >= _level.SizeY) return freePos; // bounds check
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if (source.Position.Y + y >= Level.SizeY) return freePos; // bounds check
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if (_level.Get(source.Position.X, source.Position.Y + y).GetType() == typeof(Element)) {
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if (Level.Get(source.Position.X, source.Position.Y + y).GetType() == typeof(Element)) {
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freePos = new Vector2I(source.Position.X, source.Position.Y + y);
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}
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for (int x = -maxDirection.X; x <= maxDirection.X; x++) { // width
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if (freePos != Vector2I.Zero) break;
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if (source.Position.X + x >= _level.SizeX || source.Position.X + x < 0) return freePos; // bounds check
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if (source.Position.X + x >= Level.SizeX || source.Position.X + x < 0) return freePos; // bounds check
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if (_level.Get(source.Position.X + x, source.Position.Y + y).GetType() == typeof(Element)) {
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if (Level.Get(source.Position.X + x, source.Position.Y + y).GetType() == typeof(Element)) {
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freePos = new Vector2I(source.Position.X + x, source.Position.Y + y);
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break;
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}
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