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ensure air doesn't "leak" out of TTAN containers when loading stamps and saves
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@ -352,6 +352,31 @@ void Air::Invert()
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}
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}
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// called when loading saves / stamps to ensure nothing "leaks" the first frame
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void Air::RecalculateBlockAirMaps()
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{
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for (int i = 0; i <= sim.parts_lastActiveIndex; i++)
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{
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int type = sim.parts[i].type;
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// Real TTAN would only block if there was enough TTAN
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// but it would be more expensive and complicated to actually check that
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// so just block for a frame, if it wasn't supposed to block it will continue allowing air next frame
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if (type == PT_TTAN)
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{
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int x = ((int)(sim.parts[i].x+0.5f))/CELL, y = ((int)(sim.parts[i].y+0.5f))/CELL;
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bmap_blockair[y][x] = 1;
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bmap_blockairh[y][x] = 0x8;
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}
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// mostly accurate insulator blocking, besides checking GEL
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else if ((type == PT_HSWC && sim.parts[i].life != 10) || sim.elements[type].HeatConduct <= (rand()%250))
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{
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int x = ((int)(sim.parts[i].x+0.5f))/CELL, y = ((int)(sim.parts[i].y+0.5f))/CELL;
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if (!(bmap_blockairh[y][x]&0x8))
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bmap_blockairh[y][x]++;
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}
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}
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}
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Air::Air(Simulation & simulation):
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sim(simulation),
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airMode(0),
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@ -33,6 +33,7 @@ public:
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void Clear();
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void ClearAirH();
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void Invert();
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void RecalculateBlockAirMaps();
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Air(Simulation & sim);
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};
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@ -216,6 +216,7 @@ int Simulation::Load(int fullX, int fullY, GameSave * save)
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}
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gravWallChanged = true;
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air->RecalculateBlockAirMaps();
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return 0;
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}
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@ -533,7 +534,7 @@ SimulationSample Simulation::GetSample(int x, int y)
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{
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sample.WallType = bmap[y/CELL][x/CELL];
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}
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sample.AirPressure = pv[y/CELL][x/CELL];
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sample.AirPressure = (int)air->bmap_blockair[y/CELL][x/CELL];
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sample.AirTemperature = hv[y/CELL][x/CELL];
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sample.AirVelocityX = vx[y/CELL][x/CELL];
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sample.AirVelocityY = vy[y/CELL][x/CELL];
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