fix WARP being invisible, make it visible in heat display mode though
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f08481a88e
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@ -702,7 +702,15 @@ void GameController::Exit()
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void GameController::ResetAir()
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{
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gameModel->GetSimulation()->air->Clear();
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Simulation * sim = gameModel->GetSimulation();
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sim->air->Clear();
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for (int i = 0; i < NPART; i++)
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{
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if (sim->parts[i].type == PT_QRTZ || sim->parts[i].type == PT_GLAS)
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{
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sim->parts[i].pavg[0] = sim->parts[i].pavg[1] = 0;
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}
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}
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}
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void GameController::ResetSpark()
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@ -1217,7 +1217,10 @@ void Renderer::render_parts()
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fireg = colg = (unsigned char)color_data[caddress+1];
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fireb = colb = (unsigned char)color_data[caddress+2];
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cola = 255;
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if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
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if(pixel_mode & (FIREMODE | PMODE_GLOW))
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pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
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else if (!pixel_mode)
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pixel_mode |= PMODE_FLAT;
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}
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else if(colour_mode & COLOUR_LIFE)
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{
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@ -1228,7 +1231,10 @@ void Renderer::render_parts()
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q = sim->parts[i].life;
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colr = colg = colb = sin(gradv*q) * 100 + 128;
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cola = 255;
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if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
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if(pixel_mode & (FIREMODE | PMODE_GLOW))
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pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
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else if (!pixel_mode)
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pixel_mode |= PMODE_FLAT;
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}
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else if(colour_mode & COLOUR_BASC)
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{
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@ -136,6 +136,10 @@ int Simulation::Load(int fullX, int fullY, GameSave * save)
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}
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}
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}
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if (parts[i].pavg[0] || parts[i].pavg[1])
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{
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parts[i].pavg[0] = parts[i].pavg[1] = 0;
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}
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}
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parts_lastActiveIndex = NPART-1;
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force_stacking_check = 1;
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@ -43,7 +43,7 @@ Element_WARP::Element_WARP()
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HighTemperatureTransition = NT;
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Update = &Element_WARP::update;
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Graphics = &Element_WARP::graphics;
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}
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//#TPT-Directive ElementHeader Element_WARP static int update(UPDATE_FUNC_ARGS)
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