make PROT lasers easier to make, adjust velocities needed to make things when smashing PROT together, use FIRE_BLEND for PROT graphics
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8fc39d659c
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@ -2218,8 +2218,10 @@ int Simulation::try_move(int i, int x, int y, int nx, int ny)
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}
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}
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else if ((r&0xFF) == PT_H2 && pv[y/CELL][x/CELL] < 45.0f)
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else if ((r&0xFF) == PT_H2 && pv[y/CELL][x/CELL] < 45.0f)
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{
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{
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create_part(i, x, y, PT_PROT);
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part_change_type(i, x, y, PT_PROT);
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parts[i].ctype = 0;
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parts[i].tmp2 = 0x1;
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parts[i].tmp2 = 0x1;
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create_part(r>>8, x, y, PT_ELEC);
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create_part(r>>8, x, y, PT_ELEC);
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return 1;
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return 1;
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}
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}
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@ -79,8 +79,9 @@ int Element_PROT::update(UPDATE_FUNC_ARGS)
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parts[under>>8].life = 40+parts[under>>8].life;
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parts[under>>8].life = 40+parts[under>>8].life;
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}
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}
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//Powered LCRY reaction: PROT->PHOT
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//Powered LCRY reaction: PROT->PHOT
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else if (((under&0xFF) == PT_LCRY) && (parts[under>>8].life > 5) && (1>(rand()%10))) {
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else if ((under&0xFF) == PT_LCRY && parts[under>>8].life > 5 && !(rand()%10))
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parts[i].type = PT_PHOT;
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{
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sim->part_change_type(i, x, y, PT_PHOT);
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parts[i].life *= 2;
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parts[i].life *= 2;
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parts[i].ctype = 0x3FFFFFFF;
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parts[i].ctype = 0x3FFFFFFF;
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}
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}
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@ -113,15 +114,15 @@ int Element_PROT::update(UPDATE_FUNC_ARGS)
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if (parts[i].tmp)
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if (parts[i].tmp)
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{
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{
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int newID, element;
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int newID, element;
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if (parts[i].tmp > 4250)
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if (parts[i].tmp > 500000)
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element = PT_SING; //particle accelerators are known to create earth-destroying black holes
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element = PT_SING; //particle accelerators are known to create earth-destroying black holes
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else if (parts[i].tmp > 275)
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else if (parts[i].tmp > 500)
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element = PT_PLUT;
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element = PT_PLUT;
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else if (parts[i].tmp > 170)
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else if (parts[i].tmp > 320)
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element = PT_URAN;
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element = PT_URAN;
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else if (parts[i].tmp > 100)
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else if (parts[i].tmp > 150)
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element = PT_PLSM;
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element = PT_PLSM;
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else if (parts[i].tmp > 40)
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else if (parts[i].tmp > 50)
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element = PT_O2;
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element = PT_O2;
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else if (parts[i].tmp > 20)
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else if (parts[i].tmp > 20)
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element = PT_CO2;
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element = PT_CO2;
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@ -176,12 +177,12 @@ int Element_PROT::DeutImplosion(Simulation * sim, int n, int x, int y, float tem
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//#TPT-Directive ElementHeader Element_PROT static int graphics(GRAPHICS_FUNC_ARGS)
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//#TPT-Directive ElementHeader Element_PROT static int graphics(GRAPHICS_FUNC_ARGS)
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int Element_PROT::graphics(GRAPHICS_FUNC_ARGS)
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int Element_PROT::graphics(GRAPHICS_FUNC_ARGS)
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{
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{
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*firea = 20;
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*firea = 7;
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*firer = 250;
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*firer = 250;
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*fireg = 100;
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*fireg = 170;
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*fireb = 100;
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*fireb = 170;
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*pixel_mode |= FIRE_ADD;
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*pixel_mode |= FIRE_BLEND;
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return 1;
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return 1;
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}
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}
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