fix bug where when sparks were reset, ctype wasn't
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2cbee180a1
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@ -1100,7 +1100,7 @@ int luatpt_reset_spark(lua_State* l)
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if (luacon_sim->parts[i].ctype >= 0 && luacon_sim->parts[i].ctype < PT_NUM)
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{
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luacon_sim->parts[i].type = luacon_sim->parts[i].ctype;
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luacon_sim->parts[i].life = 0;
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luacon_sim->parts[i].life = luacon_sim->parts[i].ctype = 0;
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}
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else
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luacon_sim->kill_part(i);
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@ -749,7 +749,7 @@ void GameController::ResetSpark()
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if (sim->parts[i].ctype >= 0 && sim->parts[i].ctype < PT_NUM && sim->elements[sim->parts[i].ctype].Enabled)
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{
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sim->parts[i].type = sim->parts[i].ctype;
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sim->parts[i].life = 0;
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sim->parts[i].ctype = sim->parts[i].life = 0;
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}
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else
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sim->kill_part(i);
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