Preserve stacked particles in saves being placed (fixes #743)
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@ -156,6 +156,10 @@ int Simulation::Load(GameSave * save, bool includePressure, int fullX, int fullY
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parts[ID(r)] = tempPart;
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parts[ID(r)] = tempPart;
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i = ID(r);
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i = ID(r);
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elementCount[tempPart.type]++;
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elementCount[tempPart.type]++;
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// * pmap will be repopulated a bit later by RecalcFreeParticles;
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// until then, remove the entry so the next new particle at the
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// same position doesn't overwrite the one we've just copied
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pmap[y][x] = 0;
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}
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}
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else if ((r = photons[y][x]))
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else if ((r = photons[y][x]))
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{
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{
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@ -163,6 +167,8 @@ int Simulation::Load(GameSave * save, bool includePressure, int fullX, int fullY
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parts[ID(r)] = tempPart;
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parts[ID(r)] = tempPart;
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i = ID(r);
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i = ID(r);
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elementCount[tempPart.type]++;
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elementCount[tempPart.type]++;
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// * same as with pmap above
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photons[y][x] = 0;
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}
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}
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//Allocate new particle
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//Allocate new particle
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else
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else
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