More FILT modes: XOR and NOT
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@ -2071,8 +2071,8 @@ void GameView::OnDraw()
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else if (sample.particle.type == PT_FILT)
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else if (sample.particle.type == PT_FILT)
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{
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{
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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sampleInfo << c->ElementResolve(sample.particle.type, sample.particle.ctype);
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const char* filtModes[] = {"set colour", "AND", "OR", "subtract colour", "red shift", "blue shift", "no effect"};
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const char* filtModes[] = {"set colour", "AND", "OR", "subtract colour", "red shift", "blue shift", "no effect", "XOR", "NOT"};
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if (sample.particle.tmp>=0 && sample.particle.tmp<=6)
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if (sample.particle.tmp>=0 && sample.particle.tmp<=8)
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sampleInfo << " (" << filtModes[sample.particle.tmp] << ")";
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sampleInfo << " (" << filtModes[sample.particle.tmp] << ")";
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else
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else
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sampleInfo << " (unknown mode)";
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sampleInfo << " (unknown mode)";
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@ -100,6 +100,10 @@ int Element_FILT::interactWavelengths(Particle* cpart, int origWl)
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}
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}
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case 6:
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case 6:
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return origWl; // No change
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return origWl; // No change
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case 7:
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return origWl ^ filtWl; // XOR colours
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case 8:
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return (~origWl) & mask; // Invert colours
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default:
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default:
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return filtWl;
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return filtWl;
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}
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}
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