Avoid stacking in INVS and FILT, and fix pressurised INVS graphics
Collisions now always work for particles inside INVS and FILT, so particles don't stack (just a single particle on top of each INVS/FILT). Pressurised INVS was being drawn using PMODE_FLAT (with no alpha blending), which sometimes hid particles inside INVS. Also limit BHOL tmp value to make sure it saves correctly.
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@ -249,8 +249,7 @@ int graphics_INVS(GRAPHICS_FUNC_ARGS)
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*colr = 15;
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*colg = 0;
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*colb = 150;
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*pixel_mode &= PMODE;
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*pixel_mode |= PMODE_BLEND;
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*pixel_mode = PMODE_BLEND;
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}
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return 0;
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}
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@ -1567,6 +1567,7 @@ void update_particles_i(pixel *vid, int start, int inc)
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create_part(i, x, y, PT_NBHL);
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parts[i].temp = MAX_TEMP;
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parts[i].tmp = pmap_count[y][x]-NPART;//strength of grav field
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if (parts[i].tmp>51200) parts[i].tmp = 51200;
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pmap_count[y][x] = NPART;
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}
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else
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@ -2859,7 +2860,10 @@ void update_particles(pixel *vid)//doesn't update the particles themselves, but
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photons[y][x] = t|(i<<8);
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else
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{
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pmap[y][x] = t|(i<<8);
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// Particles are sometimes allowed to go inside INVS and FILT
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// To make particles collide correctly when inside these elements, these elements must not overwrite an existing pmap entry from particles inside them
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if (!pmap[y][x] || (t!=PT_INVIS && t!= PT_FILT))
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pmap[y][x] = t|(i<<8);
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pmap_count[y][x]++;
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}
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}
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