Make LITH->GLAS reaction easier
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@ -3853,17 +3853,17 @@ void Simulation::UpdateParticles(int start, int end)
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}
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else if (t == PT_LAVA)
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{
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if (parts[i].ctype>0 && parts[i].ctype<PT_NUM && parts[i].ctype!=PT_LAVA && parts[i].ctype!=PT_LAVA && elements[parts[i].ctype].Enabled)
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if (parts[i].ctype > 0 && parts[i].ctype < PT_NUM && parts[i].ctype != PT_LAVA && elements[parts[i].ctype].Enabled)
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{
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if (parts[i].ctype==PT_THRM&&pt>=elements[PT_BMTL].HighTemperature)
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if (parts[i].ctype == PT_THRM && pt >= elements[PT_BMTL].HighTemperature)
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s = 0;
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else if ((parts[i].ctype==PT_VIBR || parts[i].ctype==PT_BVBR) && pt>=273.15f)
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else if ((parts[i].ctype == PT_VIBR || parts[i].ctype == PT_BVBR) && pt >= 273.15f)
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s = 0;
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else if (parts[i].ctype==PT_TUNG)
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else if (parts[i].ctype == PT_TUNG)
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{
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// TUNG does its own melting in its update function, so HighTemperatureTransition is not LAVA so it won't be handled by the code for HighTemperatureTransition==PT_LAVA below
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// However, the threshold is stored in HighTemperature to allow it to be changed from Lua
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if (pt>=elements[parts[i].ctype].HighTemperature)
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if (pt >= elements[parts[i].ctype].HighTemperature)
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s = 0;
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}
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else if (parts[i].ctype == PT_CRMC)
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@ -3947,6 +3947,7 @@ void Simulation::UpdateParticles(int start, int end)
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else if (parts[i].ctype == PT_SAND) parts[i].ctype = PT_GLAS;
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else if (parts[i].ctype == PT_BGLA) parts[i].ctype = PT_GLAS;
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else if (parts[i].ctype == PT_PQRT) parts[i].ctype = PT_QRTZ;
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else if (parts[i].ctype == PT_LITH && parts[i].tmp2 > 3) parts[i].ctype = PT_GLAS;
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parts[i].life = RNG::Ref().between(240, 359);
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}
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transitionOccurred = true;
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@ -209,7 +209,7 @@ static int update(UPDATE_FUNC_ARGS)
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}
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}
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}
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if (self.temp > 440.f && burnTimer == 1000)
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if (burnTimer == 1000)
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{
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sim->part_change_type(i, x, y, PT_LAVA);
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if (carbonationFactor < 3)
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