revert stickmen CONV fix, and do it another way that doesn't crash
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@ -2614,16 +2614,16 @@ void Simulation::kill_part(int i)//kills particle number i
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{
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player.spwn = 0;
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}
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if (parts[i].type == PT_STKM2)
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else if (parts[i].type == PT_STKM2)
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{
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player2.spwn = 0;
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}
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if (parts[i].type == PT_FIGH)
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else if (parts[i].type == PT_FIGH)
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{
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fighters[(unsigned char)parts[i].tmp].spwn = 0;
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fighcount--;
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}
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if (parts[i].type == PT_SOAP)
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else if (parts[i].type == PT_SOAP)
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{
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detach(i);
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}
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@ -2642,15 +2642,15 @@ void Simulation::part_change_type(int i, int x, int y, int t)//changes the type
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if (parts[i].type == PT_STKM)
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player.spwn = 0;
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if (parts[i].type == PT_STKM2)
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else if (parts[i].type == PT_STKM2)
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player2.spwn = 0;
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if (parts[i].type == PT_FIGH)
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else if (parts[i].type == PT_FIGH)
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{
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fighters[(unsigned char)parts[i].tmp].spwn = 0;
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fighcount--;
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}
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else if (parts[i].type == PT_SOAP)
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detach(i);
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parts[i].type = t;
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if (elements[t].Properties & TYPE_ENERGY)
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@ -2846,7 +2846,30 @@ int Simulation::create_part(int p, int x, int y, int tv)
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}
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else
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{
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kill_part(p);
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int oldX = (int)(parts[p].x+0.5f);
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int oldY = (int)(parts[p].y+0.5f);
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if ((pmap[oldY][oldX]>>8)==p)
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pmap[oldY][oldX] = 0;
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if ((photons[oldY][oldX]>>8)==p)
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photons[oldY][oldX] = 0;
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if (parts[p].type == PT_STKM)
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{
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player.spwn = 0;
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}
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else if (parts[p].type == PT_STKM2)
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{
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player2.spwn = 0;
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}
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else if (parts[p].type == PT_FIGH)
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{
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fighters[(unsigned char)parts[i].tmp].spwn = 0;
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fighcount--;
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}
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else if (parts[p].type == PT_SOAP)
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{
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detach(i);
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}
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i = p;
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}
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