Add inverted element filtering to CONV with tmp2 set to 1 (#871)
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@ -2305,7 +2305,8 @@ void GameView::OnDraw()
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// only elements that use .tmp2 show it in the debug HUD
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if (type == PT_CRAY || type == PT_DRAY || type == PT_EXOT || type == PT_LIGH || type == PT_SOAP || type == PT_TRON
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|| type == PT_VIBR || type == PT_VIRS || type == PT_WARP || type == PT_LCRY || type == PT_CBNW || type == PT_TSNS
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|| type == PT_DTEC || type == PT_LSNS || type == PT_PSTN || type == PT_LDTC || type == PT_VSNS || type == PT_LITH)
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|| type == PT_DTEC || type == PT_LSNS || type == PT_PSTN || type == PT_LDTC || type == PT_VSNS || type == PT_LITH
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|| type == PT_CONV)
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sampleInfo << ", Tmp2: " << sample.particle.tmp2;
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sampleInfo << ", Pressure: " << sample.AirPressure;
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@ -81,9 +81,9 @@ static int update(UPDATE_FUNC_ARGS)
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if (x+rx>=0 && y+ry>=0 && x+rx<XRES && y+ry<YRES)
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{
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r = sim->photons[y+ry][x+rx];
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if (!r || (restrictElement && TYP(r) != restrictElement))
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if (!r || (restrictElement && ((TYP(r) == restrictElement) == (parts[i].tmp2 == 1))))
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r = pmap[y+ry][x+rx];
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if (!r || (restrictElement && TYP(r) != restrictElement))
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if (!r || (restrictElement && ((TYP(r) == restrictElement) == (parts[i].tmp2 == 1))))
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continue;
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if (TYP(r) != PT_CONV && TYP(r) != PT_DMND && TYP(r) != ctype)
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{
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