revert life changes, will be redone later in a faster way
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@ -3537,6 +3537,7 @@ void Simulation::update_particles_i(int start, int inc)
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int createdsomething = 0;
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CGOL=0;
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ISGOL=0;
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//TODO: maybe this should only loop through active particles
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for (ny=CELL; ny<YRES-CELL; ny++)
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{//go through every particle and set neighbor map
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for (nx=CELL; nx<XRES-CELL; nx++)
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@ -3572,6 +3573,8 @@ void Simulation::update_particles_i(int start, int inc)
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}
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} else {
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parts[r>>8].tmp --;
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if (parts[r>>8].tmp<=0)
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parts[r>>8].type = PT_NONE;//TODO: move delete into an update function, change to kill_part
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}
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}
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}
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@ -3598,6 +3601,8 @@ void Simulation::update_particles_i(int start, int inc)
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if (parts[r>>8].tmp==grule[golnum][9]-1)
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parts[r>>8].tmp --;
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}
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if (r && parts[r>>8].tmp<=0)
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parts[r>>8].type = PT_NONE;//TODO: move delete into an update function, change to kill_part
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}
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for ( z = 0; z<=NGOL; z++)
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gol2[ny][nx][z] = 0;//this improves performance A LOT compared to the memset, i was getting ~23 more fps with this.
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@ -46,7 +46,7 @@ Element_LIFE::Element_LIFE()
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HighTemperature = ITH;
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HighTemperatureTransition = NT;
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Update = &Element_LIFE::update;
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Update = NULL;//&Element_LIFE::update;
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Graphics = &Element_LIFE::graphics;
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if(!Element_GOL_colourInit)
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