Fix smudge issue
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de7218da8d
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2a4298047c
@ -886,14 +886,14 @@ void Simulation::ApplyDecoration(int x, int y, int colR_, int colG_, int colB_,
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}
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else if (mode == DECO_ADD)
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{
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ta += (colA*strength)*colA;
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//ta += (colA*strength)*colA;
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tr += (colR*strength)*colA;
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tg += (colG*strength)*colA;
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tb += (colB*strength)*colA;
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}
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else if (mode == DECO_SUBTRACT)
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{
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ta -= (colA*strength)*colA;
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//ta -= (colA*strength)*colA;
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tr -= (colR*strength)*colA;
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tg -= (colG*strength)*colA;
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tb -= (colB*strength)*colA;
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@ -912,16 +912,17 @@ void Simulation::ApplyDecoration(int x, int y, int colR_, int colG_, int colB_,
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}
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else if (mode == DECO_SMUDGE)
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{
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float tas = ta, trs = tr, tgs = tg, tbs = tb;
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float tas = 0.0f, trs = 0.0f, tgs = 0.0f, tbs = 0.0f;
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int rx, ry;
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float num = 1.0f;
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float num = 0;
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for (rx=-1; rx<2; rx++)
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for (ry=-1; ry<2; ry++)
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{
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if ((pmap[y+ry][x+rx]&0xFF) && parts[pmap[y+ry][x+rx]>>8].dcolour)
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{
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Particle part = parts[pmap[y+ry][x+rx]>>8];
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num++;
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num += 1.0f;
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tas += ((float)((part.dcolour>>24)&0xFF))/255.0f;
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trs += ((float)((part.dcolour>>16)&0xFF))/255.0f;
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tgs += ((float)((part.dcolour>>8)&0xFF))/255.0f;
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@ -930,16 +931,19 @@ void Simulation::ApplyDecoration(int x, int y, int colR_, int colG_, int colB_,
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}
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if (num == 0)
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return;
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ta = ((tas/num)*0.1f) + (ta*0.9f);
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tr = ((trs/num)*0.1f) + (tr*0.9f);
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tg = ((tgs/num)*0.1f) + (tg*0.9f);
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tb = ((tbs/num)*0.1f) + (tb*0.9f);
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ta = ((tas/num));//*0.8f) + (ta*0.2f);
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tr = ((trs/num));//*0.8f) + (tr*0.2f);
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tg = ((tgs/num));//*0.8f) + (tg*0.2f);
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tb = ((tbs/num));//*0.8f) + (tb*0.2f);
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}
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colA_ = ta*255.0f;
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colR_ = tr*255.0f;
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colG_ = tg*255.0f;
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colB_ = tb*255.0f;
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ta *= 255.0f; tr *= 255.0f; tg *= 255.0f; tb *= 255.0f;
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ta += .5f; tr += .5f; tg += .5f; tb += .5f;
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colA_ = ta;
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colR_ = tr;
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colG_ = tg;
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colB_ = tb;
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if(colA_ > 255)
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colA_ = 255;
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