Renamed some collision variables.
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@@ -298,7 +298,7 @@ float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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return 1e+09;
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}
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void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
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void TFlipperEdge::EdgeCollision(TBall* ball, float distance)
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{
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EdgeCollisionFlag = 1;
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if (!FlipperFlag || !CollisionFlag2 || CollisionFlag1)
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@@ -308,11 +308,11 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
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{
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float dx = NextBallPosition.X - RotOrigin.X;
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float dy = NextBallPosition.Y - RotOrigin.Y;
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float distance = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01f < distance)
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float distanceSq = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01f < distanceSq)
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{
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float v11;
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float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
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float v20 = sqrt(distanceSq / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
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float dot1 = maths::DotProduct(CollisionLinePerp, CollisionDirection);
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if (dot1 >= 0.0f)
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v11 = dot1 * v20;
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@@ -337,9 +337,9 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
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float elasticity;
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float dx = NextBallPosition.X - RotOrigin.X;
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float dy = NextBallPosition.Y - RotOrigin.Y;
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float distance = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01f < distance)
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elasticity = (1.0f - sqrt(distance / DistanceDivSq)) * Elasticity;
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float distanceSq = dy * dy + dx * dx;
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if (circlebase.RadiusSq * 1.01f < distanceSq)
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elasticity = (1.0f - sqrt(distanceSq / DistanceDivSq)) * Elasticity;
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else
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elasticity = Elasticity;
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maths::basic_collision(ball, &NextBallPosition, &CollisionDirection, elasticity, Smoothness, 1000000000.0, 0.0);
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