Frame stepping
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f5dd32b284
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6641f1d541
@ -343,6 +343,12 @@ void GameController::OpenSaveWindow()
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}
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}
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void GameController::FrameStep()
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{
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gameModel->FrameStep(1);
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gameModel->SetPaused(true);
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}
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void GameController::Vote(int direction)
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{
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if(gameModel->GetSave() && gameModel->GetUser().ID && gameModel->GetSave()->GetID() && gameModel->GetSave()->GetVote()==0)
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@ -60,6 +60,7 @@ public:
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void Vote(int direction);
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void ChangeBrush();
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void ShowConsole();
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void FrameStep();
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ui::Point PointTranslate(ui::Point point);
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};
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@ -277,6 +277,11 @@ bool GameModel::GetPaused()
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return sim->sys_pause?true:false;
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}
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void GameModel::FrameStep(int frames)
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{
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sim->framerender += frames;
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}
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void GameModel::ClearSimulation()
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{
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sim->clear_sim();
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@ -70,6 +70,7 @@ public:
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vector<Tool*> GetToolList();
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void SetActiveMenu(Menu * menu);
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Menu * GetActiveMenu();
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void FrameStep(int frames);
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User GetUser();
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void SetUser(User user);
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void SetBrush(int i);
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@ -513,6 +513,9 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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case '`':
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c->ShowConsole();
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break;
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case 'f':
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c->FrameStep();
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break;
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}
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}
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@ -2076,7 +2076,7 @@ void Simulation::update_particles_i(int start, int inc)
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int lighting_ok=1;
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float pGravX, pGravY, pGravD;
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if (sys_pause&&lighting_recreate>0)
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if (lighting_recreate>0)
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{
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for (i=0; i<=parts_lastActiveIndex; i++)
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{
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@ -2097,8 +2097,8 @@ void Simulation::update_particles_i(int start, int inc)
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if (lighting_recreate>21)
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lighting_recreate=21;
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if (sys_pause&&!framerender)//do nothing if paused
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return;
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//if (sys_pause&&!framerender)//do nothing if paused
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// return;
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//wire!
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if(elementCount[PT_WIRE] > 0)
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@ -3078,6 +3078,7 @@ void Simulation::update_particles()//doesn't update the particles themselves, bu
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pthread_t *InterThreads;
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#endif
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if(!sys_pause||framerender)
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air->update_air();
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memset(pmap, 0, sizeof(pmap));
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@ -3130,8 +3131,11 @@ void Simulation::update_particles()//doesn't update the particles themselves, bu
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}
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}
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if(!sys_pause||framerender)
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update_particles_i(0, 1);
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if(framerender)
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framerender--;
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// this should probably be elsewhere
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/*for (y=0; y<YRES/CELL; y++)
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for (x=0; x<XRES/CELL; x++)
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