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always calculate neighbor count
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@@ -167,7 +167,7 @@ func (scene *ScenePlay) UpdateCells() {
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for x := 0; x < width; x++ {
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state := scene.Grids[scene.Index].Data[y+STRIDE*x] // 0|1 == dead or alive
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neighbors := scene.Grids[scene.Index].CountNeighbors(x, y)
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neighbors := scene.Grids[scene.Index].Counter(x, y)
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// actually apply the current rules
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nextstate := scene.RuleCheckFunc(state, neighbors)
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