Code from FT: simplified TFlipper sprite update.
TFlipperEdge moving geometry stored in object.
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@@ -15,10 +15,9 @@ public:
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void EdgeCollision(TBall* ball, float distance) override;
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void place_in_grid() override;
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void set_control_points(float timeNow);
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void build_edges_in_motion();
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float flipper_angle(float timeNow);
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int is_ball_inside(float x, float y);
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void SetMotion(int code, float value);
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int SetMotion(int code, float value);
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int FlipperFlag;
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float Elasticity;
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@@ -31,8 +30,8 @@ public:
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float CirclebaseRadiusMSq;
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float CircleT1RadiusMSq;
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float AngleMax;
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float Angle2{};
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float Angle1;
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float AngleSrc{};
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float AngleDst;
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int CollisionFlag1;
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int CollisionFlag2{};
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vector2 CollisionLinePerp{};
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@@ -49,13 +48,11 @@ public:
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int EdgeCollisionFlag;
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float InputTime;
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float AngleStopTime;
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float AngleMult;
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float AngleAdvanceTime;
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float ExtendTime;
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float RetractTime;
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vector2 NextBallPosition{};
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static float flipper_sin_angle, flipper_cos_angle;
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static vector2 A1, A2, B1, B2, T1;
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static line_type lineA, lineB;
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static circle_type circlebase, circleT1;
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vector2 A1, A2, B1, B2, T1;
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line_type lineA, lineB;
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circle_type circlebase, circleT1;
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};
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