force zone useful geometry recalc on desk flip if prev/next desk has obstacles
ensure that this gets calculated accurately any time it's applicable
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@ -290,6 +290,8 @@ e_desk_show(E_Desk *desk)
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dy = desk->y - desk2->y;
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}
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_e_desk_hide_begin(desk2, dx, dy);
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if (desk2->obstacles || desk->obstacles)
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e_zone_useful_geometry_dirty(desk->zone);
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}
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desk->zone->desk_x_prev = desk->zone->desk_x_current;
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