Added checks for no downfall biomes
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@@ -869,7 +869,7 @@ void cEntity::TickBurning(cChunk & a_Chunk)
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// Remember the current burning state:
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bool HasBeenBurning = (m_TicksLeftBurning > 0);
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if (m_World->IsWeatherWet())
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if (IsBiomeNoDownfall(a_Chunk.GetBiomeAt(POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width, POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width)) || GetWorld()->IsWeatherWet())
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{
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if (POSY_TOINT > m_World->GetHeight(POSX_TOINT, POSZ_TOINT))
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{
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