Fix deco smudge tool
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@ -750,19 +750,20 @@ void Simulation::ApplyDecoration(int x, int y, int colR_, int colG_, int colB_,
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{
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{
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if ((pmap[y+ry][x+rx]&0xFF) && parts[pmap[y+ry][x+rx]>>8].dcolour)
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if ((pmap[y+ry][x+rx]&0xFF) && parts[pmap[y+ry][x+rx]>>8].dcolour)
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{
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{
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Particle part = parts[pmap[y+ry][x+rx]>>8];
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num++;
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num++;
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ta += float((parts[pmap[y+ry][x+rx]>>8].dcolour>>24)&0xFF)/255.0f;
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ta += float((part.dcolour>>24)&0xFF)/255.0f;
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tr += float((parts[pmap[y+ry][x+rx]>>8].dcolour>>16)&0xFF)/255.0f;
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tr += float((part.dcolour>>16)&0xFF)/255.0f;
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tg += float((parts[pmap[y+ry][x+rx]>>8].dcolour>>8)&0xFF)/255.0f;
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tg += float((part.dcolour>>8)&0xFF)/255.0f;
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tb += float((parts[pmap[y+ry][x+rx]>>8].dcolour)&0xFF)/255.0f;
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tb += float((part.dcolour)&0xFF)/255.0f;
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}
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}
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}
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}
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if (num == 0)
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if (num == 0)
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return;
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return;
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ta = ta/float(num)+0.5f;
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ta = ta/float(num+1);
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tr = tr/float(num)+0.5f;
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tr = tr/float(num+1);
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tg = tg/float(num)+0.5f;
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tg = tg/float(num+1);
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tb = tb/float(num)+0.5f;
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tb = tb/float(num+1);
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}
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}
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colA_ = ta*255.0f;
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colA_ = ta*255.0f;
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