stickmen element defaults to right selected element if possible, or else still DUST
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@ -839,7 +839,27 @@ void GameController::Update()
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else
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gameView->SetSample(gameModel->GetSimulation()->GetSample(pos.X, pos.Y));
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gameModel->GetSimulation()->update_particles();
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Simulation * sim = gameModel->GetSimulation();
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sim->update_particles();
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//if either STKM or STK2 isn't out, reset it's selected element. Defaults to PT_DUST unless right selected is something else
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//This won't run if the stickmen dies in a frame, since it respawns instantly
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if (!sim->player.spwn || !sim->player2.spwn)
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{
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int rightSelected = PT_DUST;
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Tool * activeTool = gameModel->GetActiveTool(1);
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if (activeTool->GetIdentifier().find("DEFAULT_PT_") != activeTool->GetIdentifier().npos)
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{
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int sr = activeTool->GetToolID();
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if ((sr>0 && sr<PT_NUM && sim->elements[sr].Enabled && sim->elements[sr].Falldown>0) || sr==SPC_AIR || sr == PT_NEUT || sr == PT_PHOT || sr == PT_LIGH)
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rightSelected = sr;
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}
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if (!sim->player.spwn)
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sim->player.elem = rightSelected;
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if (!sim->player2.spwn)
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sim->player2.elem = rightSelected;
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}
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if(renderOptions && renderOptions->HasExited)
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{
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delete renderOptions;
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@ -2915,7 +2915,6 @@ int Simulation::create_part(int p, int x, int y, int tv)
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parts[i].life = 100;
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Element_STKM::STKM_init_legs(this, &player, i);
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player.spwn = 1;
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player.elem = PT_DUST;
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player.rocketBoots = false;
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}
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else
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@ -2931,7 +2930,6 @@ int Simulation::create_part(int p, int x, int y, int tv)
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parts[i].life = 100;
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Element_STKM::STKM_init_legs(this, &player2, i);
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player2.spwn = 1;
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player2.elem = PT_DUST;
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player2.rocketBoots = false;
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}
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else
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@ -3521,9 +3519,14 @@ void Simulation::update_particles_i(int start, int inc)
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kill_part(i);
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continue;
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}
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}
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//the main particle loop function, goes over all particles.
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if (parts[i].type == PT_SPAWN && !player.spwn)
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create_part(-1, parts[i].x, parts[i].y, PT_STKM);
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else if (parts[i].type == PT_SPAWN2 && !player2.spwn)
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create_part(-1, parts[i].x, parts[i].y, PT_STKM2);
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}
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//the main particle loop function, goes over all particles.
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for (i=0; i<=parts_lastActiveIndex; i++)
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if (parts[i].type)
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{
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@ -26,7 +26,7 @@ Element_SPAWN::Element_SPAWN()
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Weight = 100;
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Temperature = R_TEMP+0.0f +273.15f;
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Temperature = R_TEMP+273.15f;
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HeatConduct = 0;
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Description = "STKM spawn point.";
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@ -42,19 +42,8 @@ Element_SPAWN::Element_SPAWN()
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HighTemperature = ITH;
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HighTemperatureTransition = NT;
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Update = &Element_SPAWN::update;
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Update = NULL;
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}
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//#TPT-Directive ElementHeader Element_SPAWN static int update(UPDATE_FUNC_ARGS)
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int Element_SPAWN::update(UPDATE_FUNC_ARGS)
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{
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if (!sim->player.spwn)
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sim->create_part(-1, x, y, PT_STKM);
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return 0;
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}
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Element_SPAWN::~Element_SPAWN() {}
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@ -26,7 +26,7 @@ Element_SPAWN2::Element_SPAWN2()
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Weight = 100;
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Temperature = R_TEMP+0.0f +273.15f;
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Temperature = R_TEMP+273.15f;
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HeatConduct = 0;
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Description = "STK2 spawn point.";
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@ -42,19 +42,8 @@ Element_SPAWN2::Element_SPAWN2()
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HighTemperature = ITH;
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HighTemperatureTransition = NT;
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Update = &Element_SPAWN2::update;
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Update = NULL;
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}
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//#TPT-Directive ElementHeader Element_SPAWN2 static int update(UPDATE_FUNC_ARGS)
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int Element_SPAWN2::update(UPDATE_FUNC_ARGS)
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{
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if (!sim->player2.spwn)
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sim->create_part(-1, x, y, PT_STKM2);
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return 0;
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}
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Element_SPAWN2::~Element_SPAWN2() {}
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