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fix: Improve detection/placement when slices are falling and landing
In high CPU utilization situations (like level 4), slices would fall too far or "clump" together while falling. By reducing floor precision, floors are detected even in higher CPU utilization situations. We also optimize slice-bumps-slice detection by only have one slice bit (the first one) check for bumping into other slice bits, instead of all four of them, which just causes multiple collisions. Then, to counter the reduced precision, we snap the slices to the exact position of the floor so that placement is pixel-perfect.
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