BCLN and GOO advection fix
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@ -1,15 +1,13 @@
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#include <element.h>
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int update_BCLN(UPDATE_FUNC_ARGS) {
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if (!parts[i].life)
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if (!parts[i].life && pv[y/CELL][x/CELL]>4.0f)
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parts[i].life = rand()%40+80;
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if (parts[i].life)
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{
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if (pv[y/CELL][x/CELL]>4.0f)
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{
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float advection = 0.1f;
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parts[i].vx += advection*vx[y/CELL][x/CELL];
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parts[i].vy += advection*vy[y/CELL][x/CELL];
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parts[i].life = rand()%40+80;
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}
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float advection = 0.1f;
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parts[i].vx += advection*vx[y/CELL][x/CELL];
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parts[i].vy += advection*vy[y/CELL][x/CELL];
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}
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if (!parts[i].ctype)
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{
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@ -1,15 +1,13 @@
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#include <element.h>
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int update_GOO(UPDATE_FUNC_ARGS) {
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if (!parts[i].life)
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if (!parts[i].life && pv[y/CELL][x/CELL]>1.0f)
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parts[i].life = rand()%80+300;
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if (parts[i].life)
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{
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if (pv[y/CELL][x/CELL]>1.0f)
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{
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float advection = 0.1f;
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parts[i].vx += advection*vx[y/CELL][x/CELL];
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parts[i].vy += advection*vy[y/CELL][x/CELL];
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parts[i].life = rand()%80+300;
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}
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float advection = 0.1f;
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parts[i].vx += advection*vx[y/CELL][x/CELL];
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parts[i].vy += advection*vy[y/CELL][x/CELL];
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}
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return 0;
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}
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