Fixed the bug where the simulation would simply restart automatically
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@@ -110,6 +110,8 @@ namespace PropagationRemasteredBeta
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if (infecteds > 0)
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{
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t.Refresh();
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//Stopping and restarting timer makes sure that the processing of the image is finished before an other call is made
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tmrTick.Start();
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}
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else
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{
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@@ -122,7 +124,8 @@ namespace PropagationRemasteredBeta
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BufferImage = t.Display();
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tmrTick.Start();
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if (needToSave)
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{
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Save(BufferImage, frameCount);
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@@ -138,10 +141,15 @@ namespace PropagationRemasteredBeta
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//refresh all the stats
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lblMemory.Text = GetMemoryUsage().ToString() + " Mb";
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lblelementsCounter.Text = t.DRAWED_ELEMENTS.ToString();
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//lblInfected.Text = t.InfectedCount[t.InfectedCount.Count() - 1].ToString();
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//lblImmunes.Text = t.ImmuneCount[t.ImmuneCount.Count() - 1].ToString();
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//lblSain.Text = t.SainCount[t.SainCount.Count() - 1].ToString();
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//lblDeaths.Text = t.DeadCount[t.DeadCount.Count() - 1].ToString();
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if(t.InfectedCount.Count > 0)
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lblInfected.Text = t.InfectedCount[t.InfectedCount.Count() - 1].ToString();
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if (t.ImmuneCount.Count > 0)
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lblImmunes.Text = t.ImmuneCount[t.ImmuneCount.Count() - 1].ToString();
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if (t.SainCount.Count > 0)
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lblSain.Text = t.SainCount[t.SainCount.Count() - 1].ToString();
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if(t.DeadCount.Count > 0)
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lblDeaths.Text = t.DeadCount[t.DeadCount.Count() - 1].ToString();
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}
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private void Save(Bitmap imageToSave, int frameNumber)
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{
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