Leave only the 'wants pressure' check in Simulation::Load for QRTZ/GLAS/TUNG
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74b0d49131
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c193e88c28
@ -1169,6 +1169,19 @@ void GameSave::readOPS(char * data, int dataLength)
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pavg = partsData[i++];
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pavg |= (((unsigned)partsData[i++]) << 8);
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particles[newIndex].pavg[1] = (float)pavg;
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switch (particles[newIndex].type)
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{
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// List of elements that save pavg with a multiplicative bias of 2**6
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// (or not at all if pressure is not saved).
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// If you change this list, change it in Simulation::Load and GameSave::serialiseOPS too!
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case PT_QRTZ:
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case PT_GLAS:
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case PT_TUNG:
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particles[newIndex].pavg[0] /= 64;
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particles[newIndex].pavg[1] /= 64;
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break;
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}
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}
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//Particle specific parsing:
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@ -2311,7 +2324,7 @@ char * GameSave::serialiseOPS(unsigned int & dataLength)
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{
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// List of elements that save pavg with a multiplicative bias of 2**6
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// (or not at all if pressure is not saved).
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// If you change this list, change it in Simulation::Load too!
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// If you change this list, change it in Simulation::Load and GameSave::readOPS too!
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case PT_QRTZ:
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case PT_GLAS:
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case PT_TUNG:
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@ -243,7 +243,7 @@ int Simulation::Load(int fullX, int fullY, GameSave * save, bool includePressure
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// List of elements that load pavg with a multiplicative bias of 2**6
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// (or not at all if pressure is not loaded).
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// If you change this list, change it in GameSave::serialiseOPS too!
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// If you change this list, change it in GameSave::serialiseOPS and GameSave::readOPS too!
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case PT_QRTZ:
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case PT_GLAS:
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case PT_TUNG:
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@ -252,11 +252,6 @@ int Simulation::Load(int fullX, int fullY, GameSave * save, bool includePressure
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parts[i].pavg[0] = 0;
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parts[i].pavg[1] = 0;
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}
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else
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{
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parts[i].pavg[0] /= 64;
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parts[i].pavg[1] /= 64;
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}
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break;
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}
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}
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