Restore old SOAP foam behaviour and make it work with nonstandard gravity.
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@ -1365,14 +1365,6 @@ int Simulation::try_move(int i, int x, int y, int nx, int ny)
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return 0;
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}
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break;
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// SOAP slowly floats up inside OIL
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case PT_SOAP:
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if (parts[i].type == PT_OIL)
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{
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if (rng.chance(19, 20) || std::abs(parts[i].x - nx) > 3 || std::abs(parts[i].y - ny) > 3)
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return 0;
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}
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break;
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}
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switch (parts[i].type)
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@ -233,8 +233,6 @@ void SimulationData::init_can_move()
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can_move[PT_THDR][PT_THDR] = 2;
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can_move[PT_EMBR][PT_EMBR] = 2;
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can_move[PT_TRON][PT_SWCH] = 3;
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can_move[PT_SOAP][PT_OIL] = 0;
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can_move[PT_OIL][PT_SOAP] = 1;
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}
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const CustomGOLData *SimulationData::GetCustomGOLByRule(int rule) const
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@ -243,6 +243,27 @@ static int update(UPDATE_FUNC_ARGS)
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parts[i].ctype = 1;
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parts[i].life = 10;
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}
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//SOAP+OIL foam effect
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for (auto rx=-2; rx<3; rx++)
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for (auto ry=-2; ry<3; ry++)
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if (rx || ry)
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{
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auto r = pmap[y+ry][x+rx];
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if (!r)
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continue;
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if (TYP(r) == PT_OIL)
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{
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float ax, ay, gx, gy;
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sim->GetGravityField(x, y, elements[PT_SOAP].Gravity, 1.0f, gx, gy);
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ax = ((parts[i].vx-gx)*0.5f + parts[ID(r)].vx)/2;
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ay = ((parts[i].vy-gy)*0.5f + parts[ID(r)].vy)/2;
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parts[i].vx = parts[ID(r)].vx = ax;
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parts[i].vy = parts[ID(r)].vy = ay;
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}
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}
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}
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for (auto rx = -2; rx <= 2; rx++)
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{
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