 /*&& same % 2 == 0
SetPixel16Bit(x,y,colors[(int)vs[x+(WIDTH*y)]]);
/*
			//If the type is of MOVEDx then set it to x and draw it
			switch(vs[same])
			{
				//STILLBORN
			case WALL:
				SetPixel16Bit(x,y,WALLCOLOR);
				break;
			case VOID:
                SetPixel16Bit(x,y,VOIDCOLOR);
                break;
			case ICE:
				SetPixel16Bit(x,y,ICECOLOR);
				break;
			case TORCH:
				SetPixel16Bit(x,y,TORCHCOLOR);
				break;
			case GLASS:
				SetPixel16Bit(x,y,GLASSCOLOR);
				break;
			case PLANT:
				SetPixel16Bit(x,y,PLANTCOLOR);
				break;
			case EMBER:
				SetPixel16Bit(x,y,EMBERCOLOR);
				break;
			case SPOUT:
				SetPixel16Bit(x,y,SPOUTCOLOR);
				break;
			case STOVE:
				SetPixel16Bit(x,y,STOVECOLOR);
				break;
			case RUST:
				SetPixel16Bit(x,y,RUSTCOLOR);
				break;
			case IRONWALL:
				SetPixel16Bit(x,y,IRONWALLCOLOR);
				break;

				//ELEMENTAL
			case MOVEDSAND:
				vs[same] = SAND;
			case SAND:
				SetPixel16Bit(x,y,SANDCOLOR);
				particleCount++;
				break;
			case MOVEDWATER:
				vs[same] = WATER;
			case WATER:
				SetPixel16Bit(x,y,WATERCOLOR);
				particleCount++;
				break;
			case MOVEDDIRT:
				vs[same] = DIRT;
			case DIRT:
				SetPixel16Bit(x,y,DIRTCOLOR);
				break;
			case MOVEDSALT:
				vs[same] = SALT;
			case SALT:
				SetPixel16Bit(x,y,SALTCOLOR);
				particleCount++;
				break;
			case MOVEDOIL:
				vs[same] = OIL;
			case OIL:
				SetPixel16Bit(x,y,OILCOLOR);
				particleCount++;
				break;

				//COMBINED
			case MOVEDMUD:
				vs[same] = MUD;
			case MUD:
				SetPixel16Bit(x,y,MUDCOLOR);
				particleCount++;
				break;
			case MOVEDSALTWATER:
				vs[same] = SALTWATER;
			case SALTWATER:
				SetPixel16Bit(x,y,SALTWATERCOLOR);
				particleCount++;
				break;
			case MOVEDSTEAM:
				vs[same] = STEAM;
			case STEAM:
				SetPixel16Bit(x,y,STEAMCOLOR);
				particleCount++;
				break;
			case MOVEDACID:
				vs[same] = ACID;
			case ACID:
				SetPixel16Bit(x,y,ACIDCOLOR);
				particleCount++;
				break;
			case MOVEDFIRE:
				vs[same] = FIRE;
			case FIRE:
				SetPixel16Bit(x,y,FIRECOLOR);
				particleCount++;
				break;

			}*/
			
			/*switch (vs[x+(WIDTH*y)])
	{
	case WATER:
		MoveParticle(x,y,MOVEDWATER);
		break;
	case DIRT:
		MoveParticle(x,y,MOVEDDIRT);
		break;
	case MUD:
		MoveParticle(x,y,MOVEDMUD);
		break;
	case SALT:
		MoveParticle(x,y,MOVEDSALT);
		break;
	case SALTWATER:
		MoveParticle(x,y,MOVEDSALTWATER);
		break;
	case SAND:
		MoveParticle(x,y,MOVEDSAND);
		break;
	case OIL:
		MoveParticle(x,y,MOVEDOIL);
		break;
	case STEAM:
		MoveParticle(x,y,MOVEDSTEAM);
		break;
	case ACID:
		MoveParticle(x,y,MOVEDACID);
		break;
	case FIRE:
		MoveParticle(x,y,MOVEDFIRE);
		break;
	case WALL:
		StillbornParticleLogic(x,y,WALL);
		break;
	case EMBER:
		StillbornParticleLogic(x,y,EMBER);
		break;
	case STOVE:
		StillbornParticleLogic(x,y,STOVE);
		break;
	case SPOUT:
		StillbornParticleLogic(x,y,SPOUT);
		break;
	case PLANT:
		StillbornParticleLogic(x,y,PLANT);
		break;
	case RUST:
		StillbornParticleLogic(x,y,RUST);
		break;
	case TORCH:
		StillbornParticleLogic(x,y,TORCH);
	case ICE:
		StillbornParticleLogic(x,y,ICE);
		break;
	case IRONWALL:
		StillbornParticleLogic(x,y,IRONWALL);
		break;
	case VOID:
		StillbornParticleLogic(x,y,VOID);
		break;

	}*/