update VIBR randoms, fix any VINE in old saves also
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@ -1024,6 +1024,12 @@ void GameSave::readOPS(char * data, int dataLength)
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particles[newIndex].flags |= FLAG_PHOTDECO;
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}
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break;
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case PT_VINE:
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if (savedVersion < 91)
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{
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particles[newIndex].tmp = 1;
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}
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break;
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}
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//note: PSv was used in version 77.0 and every version before, add something in PSv too if the element is that old
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newIndex++;
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@ -1676,6 +1682,11 @@ void GameSave::readPSv(char * data, int dataLength)
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particles[i-1].ctype = 0;
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}
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}
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if (ver < 91)
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{
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if (particles[i-1].type == PT_VINE)
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particles[i-1].tmp = 1;
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}
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}
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}
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@ -116,18 +116,19 @@ int Element_VIBR::update(UPDATE_FUNC_ARGS) {
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if (!parts[i].tmp2)
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{
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rndstore = rand();
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sim->create_part(i, x, y, PT_EXOT);
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parts[i].tmp2 = rand()%1000;
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int index = sim->create_part(-3,x+((rndstore>>4)&3)-1,y+((rndstore>>6)&3)-1,PT_ELEC);
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if (index != -1)
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parts[index].temp = 7000;
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index = sim->create_part(-3,x+((rndstore>>8)&3)-1,y+((rndstore>>10)&3)-1,PT_PHOT);
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if (index != -1)
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parts[index].temp = 7000;
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index = sim->create_part(-1,x+((rndstore>>12)&3)-1,y+rand()%3-1,PT_BREC);
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int rx = ((rndstore>>12)&3)-1;
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rndstore = rand();
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index = sim->create_part(-1,x+rx-1,y+rndstore%3-1,PT_BREC);
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if (index != -1)
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parts[index].temp = 7000;
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parts[i].tmp2 = (rndstore>>16) % 1000;
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sim->create_part(i, x, y, PT_EXOT);
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parts[i].tmp2 = (rndstore>>2)%1000;
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parts[i].temp=9000;
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sim->pv[y/CELL][x/CELL] += 50;
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