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Fix pasting bailing early when any particle fails to spawn
Broken since 462460b6b3
, where the break in the old code was thoughtlessly moved to the new code, the issue being that create_part failing doesn't necessarily mean that we're out of particle IDs. I don't think pasting is a hot enough operation for such optimizations to be necessary, so continue should be fine.
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@@ -130,7 +130,7 @@ void Simulation::Load(const GameSave *save, bool includePressure, Vec2<int> bloc
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auto i = create_part(-3, x, y, tempPart.type);
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auto i = create_part(-3, x, y, tempPart.type);
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if (i == -1)
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if (i == -1)
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{
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{
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break;
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continue;
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}
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}
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if (i > parts.lastActiveIndex)
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if (i > parts.lastActiveIndex)
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{
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{
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