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- Blood: Floatify actKickObject()
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2 changed files with 9 additions and 4 deletions
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@ -4088,10 +4088,10 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
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static void actKickObject(DBloodActor* kicker, DBloodActor* kicked)
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{
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int nSpeed = ClipLow(approxDist(kicker->int_vel().X, kicker->int_vel().Y) * 2, 0xaaaaa);
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kicked->set_int_bvel_x(MulScale(nSpeed, Cos(kicker->int_ang() + Random2(85)), 30));
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kicked->set_int_bvel_y(MulScale(nSpeed, Sin(kicker->int_ang() + Random2(85)), 30));
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kicked->set_int_bvel_z(MulScale(nSpeed, -0x2000, 14));
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double nSpeed = max(kicker->vel.XY().Length() * 2, FixedToFloat(0xaaaaa));
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kicked->vel.X = nSpeed * (kicker->spr.angle + Random2A(85)).Cos();
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kicked->vel.Y = nSpeed * (kicker->spr.angle + Random2A(85)).Sin();
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kicked->vel.Z = nSpeed * -0.5;
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kicked->spr.flags = 7;
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}
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@ -574,6 +574,11 @@ inline double Random2F(double val, int scale)
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return FixedToFloat(Random2(FloatToFixed(val, scale)), scale);
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}
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inline DAngle Random2A(int a1)
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{
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return DAngle::fromBuild(MulScale(wrand(), a1, 14) - a1);
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}
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// ------------------------------------------------
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inline int Random3(int a1)
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{
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