Cleaning up maths: part 2.
Renamed vector2.
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@@ -51,7 +51,7 @@ void TCollisionComponent::port_draw()
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edge->port_draw();
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}
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int TCollisionComponent::DefaultCollision(TBall* ball, vector_type* nextPosition, vector_type* direction)
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int TCollisionComponent::DefaultCollision(TBall* ball, vector2* nextPosition, vector2* direction)
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{
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if (PinballTable->TiltLockFlag)
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{
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@@ -73,7 +73,7 @@ int TCollisionComponent::DefaultCollision(TBall* ball, vector_type* nextPosition
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return 1;
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}
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void TCollisionComponent::Collision(TBall* ball, vector_type* nextPosition, vector_type* direction,
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void TCollisionComponent::Collision(TBall* ball, vector2* nextPosition, vector2* direction,
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float coef, TEdgeSegment* edge)
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{
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int soundIndex;
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@@ -105,7 +105,7 @@ void TCollisionComponent::Collision(TBall* ball, vector_type* nextPosition, vect
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loader::play_sound(soundIndex);
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}
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int TCollisionComponent::FieldEffect(TBall* ball, vector_type* vecDst)
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int TCollisionComponent::FieldEffect(TBall* ball, vector2* vecDst)
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{
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return 0;
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}
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