fix compression during fusion
Conflicts: src/powder.c
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135e91b84d
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287822229f
@ -49,14 +49,14 @@ int update_O2(UPDATE_FUNC_ARGS)
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if (rand()%5 < 1)
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{
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int j;
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part_change_type(i,x,y,PT_PLSM);
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parts[i].life = rand()%150+50;
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create_part(i,x,y,PT_BRMT);
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_NEUT); if (j != -1) parts[j].temp = 15000;
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PHOT); if (j != -1) parts[j].temp = 15000;
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_BRMT); if (j != -1) parts[j].temp = 15000;
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_SING); if (j != -1) { parts[j].temp = 15000; parts[i].life = rand()%25+50; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PLSM); if (j != -1) parts[j].temp = 15000;
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if (rand()%5 < 2) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_SING); if (j != -1) { parts[j].temp = 15000; parts[i].life = rand()%25+50; } }
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parts[i].temp += 15000;
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parts[i].temp = 15000;
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pv[y/CELL][x/CELL] += 300;
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}
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}
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@ -50,15 +50,14 @@ int update_CO2(UPDATE_FUNC_ARGS) {
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if (rand()%5 < 1)
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{
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int j;
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kill_part(i);
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create_part(i,x,y,PT_O2);
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_NEUT); if (j != -1) parts[j].temp = 15000;
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if (!(rand()%50)) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_ELEC); if (j != -1) parts[j].temp = 15000; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_O2); if (j != -1) parts[j].temp = 15000;
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if (rand()%1000 < 1) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_SING); if (j != -1) { parts[j].temp = 15000; parts[i].life = 3; } }
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//if (rand()%1000 < 1) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_SING); if (j != -1) { parts[j].temp = 15000; parts[i].life = 3; } }
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parts[i].temp += 15000;
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parts[i].temp = 15000;
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pv[y/CELL][x/CELL] += 100;
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return 1;
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}
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}
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return 0;
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@ -58,14 +58,13 @@ int update_H2(UPDATE_FUNC_ARGS)
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{
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int j;
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float temp = parts[i].temp;
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part_change_type(i,x,y,PT_PLSM);
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parts[i].life = rand()%150+50;
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create_part(i,x,y,PT_NBLE);
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_NEUT); if (j != -1) parts[j].temp = temp;
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if (!(rand()%10)) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_ELEC); if (j != -1) parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PHOT);
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if (j != -1) { parts[j].ctype = 0xFFFF00; parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PHOT); if (j != -1) { parts[j].ctype = 0xFFFF00; parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_NBLE); if (j != -1) parts[j].temp = temp;
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PLSM); if (j != -1) parts[j].temp = temp;
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if (rand()%2)
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{
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@ -73,7 +72,7 @@ int update_H2(UPDATE_FUNC_ARGS)
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if (j != -1) { parts[j].tmp = 1; parts[j].temp = temp; }
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}
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parts[i].temp += 750+rand()%500;
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parts[i].temp = temp+750+rand()%500;
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pv[y/CELL][x/CELL] += 30;
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}
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}
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@ -23,17 +23,15 @@ int update_NBLE(UPDATE_FUNC_ARGS)
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{
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int j;
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float temp = parts[i].temp;
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part_change_type(i,x,y,PT_PLSM);
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parts[i].life = rand()%150+50;
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create_part(i,x,y,PT_CO2);
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_NEUT); if (j != -1) parts[j].temp = temp;
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if (!(rand()%25)) { j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_ELEC); if (j != -1) parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PHOT);
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if (j != -1) { parts[j].ctype = 0xFF0000; parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PHOT); if (j != -1) { parts[j].ctype = 0xFF0000; parts[j].temp = temp; }
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_CO2);
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if (j != -1) parts[j].temp = temp;
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j = create_part(-3,x+rand()%3-1,y+rand()%3-1,PT_PLSM); if (j != -1) parts[j].temp = temp;
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parts[i].temp += 1750+rand()%500;
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parts[i].temp = temp+1750+rand()%500;
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pv[y/CELL][x/CELL] += 50;
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}
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}
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@ -2918,7 +2918,7 @@ void update_particles(pixel *vid)//doesn't update the particles themselves, but
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pmap[y][x] = t|(i<<8);
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// Count number of particles at each location, for excess stacking check
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// (there are a few exceptions, including energy particles - currently no limit on stacking those)
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if (t!=PT_THDR && t!=PT_EMBR && t!=PT_FIGH)
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if (t!=PT_THDR && t!=PT_EMBR && t!=PT_FIGH && t!=PT_PLSM)
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pmap_count[y][x]++;
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}
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}
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