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fix loading saves with stacked particles
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jacob1 committed Dec 20, 2017
1 parent 68af269 commit 553eaf9
Showing 1 changed file with 1 addition and 3 deletions.
4 changes: 1 addition & 3 deletions src/simulation/Simulation.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -123,15 +123,13 @@ int Simulation::Load(int fullX, int fullY, GameSave * save, bool includePressure
elementCount[parts[r>>8].type]--;
parts[r>>8] = tempPart;
i = r>>8;
pmap[y][x] = tempPart.type | i<<8;
elementCount[tempPart.type]++;
}
else if ((r = photons[y][x]))
{
elementCount[parts[r>>8].type]--;
parts[r>>8] = tempPart;
i = r>>8;
photons[y][x] = tempPart.type | i<<8;
elementCount[tempPart.type]++;
}
//Allocate new particle
Expand All @@ -144,7 +142,6 @@ int Simulation::Load(int fullX, int fullY, GameSave * save, bool includePressure
if (i > parts_lastActiveIndex)
parts_lastActiveIndex = i;
parts[i] = tempPart;
pmap[y][x] = tempPart.type | i<<8;
elementCount[tempPart.type]++;
}

Expand Down Expand Up @@ -194,6 +191,7 @@ int Simulation::Load(int fullX, int fullY, GameSave * save, bool includePressure
parts_lastActiveIndex = NPART-1;
force_stacking_check = true;
Element_PPIP::ppip_changed = 1;
RecalcFreeParticles(false);

// fix SOAP links using soapList, a map of old particle ID -> new particle ID
// loop through every old particle (loaded from save), and convert .tmp / .tmp2
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