have the waterlevel variable reflect the actual value of the map
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@@ -502,7 +502,7 @@ bool empty_world(int factor, bool force) // main empty world creation routine
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{ // all-new map
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memset(&hdr, 0, sizeof(header));
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formatstring(hdr.maptitle)("Untitled Map by %s", player1->name);
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hdr.waterlevel = -100000;
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setvar("waterlevel", (hdr.waterlevel = -100000));
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setwatercolor();
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loopk(3) loopi(256) hdr.texlists[k][i] = i;
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ents.shrink(0);
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