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https://github.com/The-Powder-Toy/The-Powder-Toy.git
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Flatter surface when liquids solidify
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@@ -3294,6 +3294,7 @@ void Simulation::update_particles_i(int start, int inc)
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unsigned int elem_properties;
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unsigned int elem_properties;
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float pGravX, pGravY, pGravD;
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float pGravX, pGravY, pGravD;
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int excessive_stacking_found = 0;
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int excessive_stacking_found = 0;
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bool transitionOccurred;
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currentTick++;
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currentTick++;
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@@ -3840,6 +3841,8 @@ void Simulation::update_particles_i(int start, int inc)
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}
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}
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#endif
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#endif
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transitionOccurred = false;
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ctemph = ctempl = pt;
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ctemph = ctempl = pt;
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// change boiling point with pressure
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// change boiling point with pressure
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if ((elements[t].State==ST_LIQUID && elements[t].HighTemperatureTransition>-1 && elements[t].HighTemperatureTransition<PT_NUM && elements[elements[t].HighTemperatureTransition].State==ST_GAS)
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if ((elements[t].State==ST_LIQUID && elements[t].HighTemperatureTransition>-1 && elements[t].HighTemperatureTransition<PT_NUM && elements[elements[t].HighTemperatureTransition].State==ST_GAS)
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@@ -4064,6 +4067,7 @@ void Simulation::update_particles_i(int start, int inc)
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kill_part(i);
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kill_part(i);
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goto killed;
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goto killed;
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}
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}
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transitionOccurred = true;
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}
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}
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pt = parts[i].temp = restrict_flt(parts[i].temp, MIN_TEMP, MAX_TEMP);
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pt = parts[i].temp = restrict_flt(parts[i].temp, MIN_TEMP, MAX_TEMP);
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@@ -4188,6 +4192,7 @@ void Simulation::update_particles_i(int start, int inc)
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kill_part(i);
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kill_part(i);
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goto killed;
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goto killed;
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}
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}
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transitionOccurred = true;
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}
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}
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//call the particle update function, if there is one
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//call the particle update function, if there is one
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@@ -4224,6 +4229,9 @@ killed:
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if (parts[i].type == PT_NONE)//if its dead, skip to next particle
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if (parts[i].type == PT_NONE)//if its dead, skip to next particle
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continue;
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continue;
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if (transitionOccurred)
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continue;
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if (!parts[i].vx&&!parts[i].vy)//if its not moving, skip to next particle, movement code it next
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if (!parts[i].vx&&!parts[i].vy)//if its not moving, skip to next particle, movement code it next
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continue;
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continue;
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