Better photons for persistent display, ability to toggle gravity view (ctrl+g)
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43b75ea058
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@ -176,6 +176,8 @@ extern int zoom_en;
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extern int zoom_x, zoom_y;
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extern int zoom_wx, zoom_wy;
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extern int drawgrav_enable;
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void menu_count(void);
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void get_sign_pos(int i, int *x0, int *y0, int *w, int *h);
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@ -2587,6 +2587,16 @@ void draw_parts(pixel *vid)
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cr = cr>255?255:cr;
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cg = cg>255?255:cg;
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cb = cb>255?255:cb;
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if(cmode == CM_PERS){
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if(parts[i].pavg[0] && parts[i].pavg[1])
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{
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draw_line(vid, nx, ny, parts[i].pavg[0], parts[i].pavg[1], cr, cg, cb, XRES+BARSIZE);
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}
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else
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{
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vid[ny*(XRES+BARSIZE)+nx] = PIXRGB(cr, cg, cb);
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}
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} else {
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blendpixel(vid, nx, ny, cr, cg, cb, 192);
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blendpixel(vid, nx+1, ny, cr, cg, cb, 96);
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blendpixel(vid, nx-1, ny, cr, cg, cb, 96);
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@ -2598,6 +2608,7 @@ void draw_parts(pixel *vid)
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blendpixel(vid, nx-1, ny-1, cr, cg, cb, 32);
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}
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}
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}
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//Life can be 11 too, so don't just check for 10
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else if (t==PT_SWCH && parts[i].life >= 10)
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{
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@ -78,6 +78,8 @@ int zoom_wx=0, zoom_wy=0;
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unsigned char ZFACTOR = 256/ZSIZE_D;
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unsigned char ZSIZE = ZSIZE_D;
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int drawgrav_enable = 0;
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void menu_count(void)//puts the number of elements in each section into .itemcount
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{
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int i=0;
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@ -1804,7 +1804,7 @@ int main(int argc, char *argv[])
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if (bsy<0)
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bsy = 0;
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if(ngrav_enable)
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if(ngrav_enable && drawgrav_enable)
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draw_grav(vid_buf);
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draw_walls(vid_buf);
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update_particles(vid_buf); //update everything
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@ -2223,12 +2223,19 @@ int main(int argc, char *argv[])
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}
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}
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if (sdl_key=='g')
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{
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if(sdl_mod & (KMOD_CTRL))
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{
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drawgrav_enable =! drawgrav_enable;
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}
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else
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{
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if (sdl_mod & (KMOD_SHIFT))
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GRID_MODE = (GRID_MODE+9)%10;
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else
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GRID_MODE = (GRID_MODE+1)%10;
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}
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}
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if (sdl_key=='m')
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{
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if(sl!=sr)
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@ -769,10 +769,15 @@ inline int create_part(int p, int x, int y, int t)//the function for creating a
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{
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parts[i].pavg[1] = pv[y/CELL][x/CELL];
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}
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if (t==PT_QRTZ)
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else if (t==PT_QRTZ)
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{
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parts[i].pavg[1] = pv[y/CELL][x/CELL];
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}
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else
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{
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parts[i].pavg[0] = 0.0f;
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parts[i].pavg[1] = 0.0f;
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}
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if (t!=PT_STKM&&t!=PT_STKM2)//set everything to default values first, except for stickman.
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{
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parts[i].x = (float)x;
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