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Disable pretty powders while loading saves
This should and indeed mostly does not have any observable effect because any particle created with create_part for being loaded from a save is overwritten with data from the save anyway. However, if pretty powders is on, create_part uses Simulation::rng to make powders pretty, and that just gets in the way of debugging when relying on determinism.
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@@ -8,6 +8,7 @@
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#include "client/GameSave.h"
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#include "client/GameSave.h"
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#include "common/tpt-compat.h"
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#include "common/tpt-compat.h"
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#include "common/tpt-rand.h"
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#include "common/tpt-rand.h"
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#include "common/Defer.h"
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#include "gui/game/Brush.h"
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#include "gui/game/Brush.h"
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#include "elements/EMP.h"
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#include "elements/EMP.h"
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#include "elements/LOLZ.h"
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#include "elements/LOLZ.h"
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@@ -78,6 +79,11 @@ void Simulation::Load(const GameSave *save, bool includePressure, Vec2<int> bloc
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}
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}
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};
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};
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auto oldPrettyPowders = pretty_powder;
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pretty_powder = false;
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Defer restorePrettyPowders([this, oldPrettyPowders]() {
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pretty_powder = oldPrettyPowders;
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});
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std::map<unsigned int, unsigned int> soapList;
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std::map<unsigned int, unsigned int> soapList;
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for (int n = 0; n < NPART && n < save->particlesCount; n++)
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for (int n = 0; n < NPART && n < save->particlesCount; n++)
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{
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{
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