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Preserve GoL deco in older saves; deco on builtin GoL no longer renders when decorations are off
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@@ -1335,7 +1335,8 @@ void GameSave::readOPS(char * data, int dataLength)
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if (particles[newIndex].ctype >= 0 && particles[newIndex].ctype < NGOL)
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{
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particles[newIndex].tmp2 = particles[newIndex].tmp;
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particles[newIndex].dcolour = builtinGol[particles[newIndex].ctype].colour;
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if (!particles[newIndex].dcolour)
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particles[newIndex].dcolour = builtinGol[particles[newIndex].ctype].colour;
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particles[newIndex].tmp = builtinGol[particles[newIndex].ctype].colour2;
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}
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}
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@@ -1902,7 +1903,8 @@ void GameSave::readPSv(char * saveDataChar, int dataLength)
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particles[i-1].tmp = 0;
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if (particles[i-1].ctype >= 0 && particles[i-1].ctype < NGOL)
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{
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particles[i-1].dcolour = builtinGol[particles[i-1].ctype].colour;
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if (!particles[i-1].dcolour)
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particles[i-1].dcolour = builtinGol[particles[i-1].ctype].colour;
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particles[i-1].tmp = builtinGol[particles[i-1].ctype].colour2;
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}
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}
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@@ -60,7 +60,7 @@ static int graphics(GRAPHICS_FUNC_ARGS)
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bool renderDeco = !ren->blackDecorations;
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if (ruleset >= 0 && ruleset < NGOL)
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{
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if (!renderDeco)
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if (!renderDeco || !ren->decorations_enable)
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{
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colour1 = builtinGol[ruleset].colour;
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colour2 = builtinGol[ruleset].colour2;
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