Fixed bug in which instellation was only calculated for iBody > 0, and body[iBody].bStellar = 1. In other words, planets would never have the instellation calculated!
@@ -167,7 +167,7 @@ void WriteHZLimitDryRunaway(BODY *body,CONTROL *control,OUTPUT *output,SYSTEM *s
if (iBody == 0) {
*dTmp = -1;
} else {
- if (body[iBody].bStellar) {
+ if (body[0].bStellar) {
*dTmp = fdInstellation(body,iBody);
} else {
*dTmp = -1;
