2024-02-20 17:51:59 +00:00
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#include <math.h>
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2024-02-25 21:59:04 +00:00
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#include <stdlib.h>
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2024-02-20 17:51:59 +00:00
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2024-02-26 23:12:39 +00:00
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#include "game.h"
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2024-02-21 13:25:55 +00:00
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#include "const.h"
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#include "movement.h"
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2024-02-28 17:50:57 +00:00
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#include "spawn.h"
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2024-02-21 13:25:55 +00:00
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2024-02-28 17:50:57 +00:00
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#include "system/mouse_io.h"
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2024-02-21 13:25:55 +00:00
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#include "system/pc_stuff.h"
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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void captureAndLimitMousePosition(
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struct RabbitPosition *pos,
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struct MouseStatus *mouseStatus
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) {
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pos->oldMouseDotPosition[0] = pos->mouseDotPosition[0];
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pos->oldMouseDotPosition[1] = pos->mouseDotPosition[1];
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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pos->mouseDotPosition[0] = mouseStatus->xPosition;
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pos->mouseDotPosition[1] = mouseStatus->yPosition;
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if (pos->mouseDotPosition[0] < MOUSE_LIMIT_LEFT) pos->mouseDotPosition[0] = MOUSE_LIMIT_LEFT;
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if (pos->mouseDotPosition[0] >= MOUSE_LIMIT_RIGHT) pos->mouseDotPosition[0] = MOUSE_LIMIT_RIGHT;
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if (pos->mouseDotPosition[1] < MOUSE_LIMIT_TOP) pos->mouseDotPosition[1] = MOUSE_LIMIT_TOP;
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if (pos->mouseDotPosition[1] >= MOUSE_LIMIT_BOTTOM) pos->mouseDotPosition[1] = MOUSE_LIMIT_BOTTOM;
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}
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void calculateTargetAngle(
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struct RabbitPosition *pos,
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struct MouseStatus *mouseStatus
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) {
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float distanceX, distanceY;
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float angle;
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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// Position the cursor
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distanceX = pos->mouseDotPosition[0] - pos->rabbitPosition[0];
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2024-02-25 17:52:42 +00:00
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distanceY = pos->mouseDotPosition[1] - pos->rabbitPosition[1];
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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angle = atan2(distanceY, distanceX) * RAD2DEG + 90;
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2024-02-20 17:51:59 +00:00
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if (angle < 0) angle += 360;
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distanceX = sin(angle * DEG2RAD) * MOUSE_DISTANCE;
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distanceY = -cos(angle * DEG2RAD) * MOUSE_DISTANCE;
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2024-02-21 13:25:55 +00:00
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pos->oldMousePosition[0] = pos->mousePosition[0];
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pos->oldMousePosition[1] = pos->mousePosition[1];
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pos->mousePosition[0] = pos->rabbitPosition[0] + distanceX;
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pos->mousePosition[1] = pos->rabbitPosition[1] + distanceY;
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2024-02-25 21:59:04 +00:00
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pos->mouseAngle = angle;
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}
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#define SIGN(x) ((x > 0) - (x < 0))
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void handleEnemyMovement(
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struct EnemyPosition enemyPosition[],
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struct RabbitPosition *pos
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) {
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char hasExitedGate;
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int i, xDistance, yDistance;
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (!enemyPosition[i].isActive) continue;
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enemyPosition[i].enemyMoveDelayStep += 1;
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if (enemyPosition[i].enemyMoveDelayStep < ENEMY_MOVE_DELAY) continue;
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enemyPosition[i].enemyMoveDelayStep = 0;
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enemyPosition[i].oldEnemyPosition[0] = enemyPosition[i].enemyPosition[0];
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enemyPosition[i].oldEnemyPosition[1] = enemyPosition[i].enemyPosition[1];
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2024-02-26 23:12:39 +00:00
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if (enemyPosition[i].hasLeftGate) {
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// which straight directon is the player closest to
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xDistance = pos->rabbitPosition[0] - enemyPosition[i].enemyPosition[0];
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yDistance = pos->rabbitPosition[1] - enemyPosition[i].enemyPosition[1];
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if (abs(xDistance) > abs(yDistance)) {
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enemyPosition[i].enemyPosition[0] += SIGN(xDistance) * ENEMY_MOVE_SPEED;
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} else {
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enemyPosition[i].enemyPosition[1] += SIGN(yDistance) * ENEMY_MOVE_SPEED;
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}
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} else {
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switch (enemyPosition[i].gateExitedFrom) {
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// top
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case 0:
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xDistance = 0;
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yDistance = ENEMY_MOVE_SPEED;
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break;
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// right
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case 1:
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xDistance = -ENEMY_MOVE_SPEED;
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yDistance = 0;
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break;
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// bottom
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case 2:
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xDistance = 0;
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yDistance = -ENEMY_MOVE_SPEED;
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break;
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// left
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case 3:
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xDistance = ENEMY_MOVE_SPEED;
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yDistance = 0;
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break;
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}
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enemyPosition[i].enemyPosition[0] += xDistance;
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enemyPosition[i].enemyPosition[1] += yDistance;
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switch (enemyPosition[i].gateExitedFrom) {
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case 0:
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hasExitedGate = (
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enemyPosition[i].enemyPosition[1] > spawnPointRanges[0].top + spawnPointRanges[0].height
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);
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break;
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case 1:
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hasExitedGate = (
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enemyPosition[i].enemyPosition[0] < spawnPointRanges[1].left
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);
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break;
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case 2:
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hasExitedGate = (
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enemyPosition[i].enemyPosition[1] < spawnPointRanges[2].top
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);
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break;
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case 3:
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hasExitedGate = (
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enemyPosition[i].enemyPosition[0] > spawnPointRanges[3].left + spawnPointRanges[3].width
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);
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break;
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}
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enemyPosition[i].hasLeftGate = hasExitedGate;
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2024-02-25 21:59:04 +00:00
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}
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}
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2024-02-21 13:25:55 +00:00
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}
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void handleRabbitMovement(
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struct RabbitPosition *pos,
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struct KeyboardKeydownState *keyboardKeydownState
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) {
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int i;
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if (keyboardKeydownState->KEY_W) {
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pos->rabbitVelocity[1] -= RABBIT_MOTION_ACCELERATION;
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if (pos->rabbitVelocity[1] < -RABBIT_MOTION_MAX_SPEED) {
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pos->rabbitVelocity[1] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState->KEY_S) {
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pos->rabbitVelocity[1] += RABBIT_MOTION_ACCELERATION;
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if (pos->rabbitVelocity[1] > RABBIT_MOTION_MAX_SPEED) {
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pos->rabbitVelocity[1] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState->KEY_A) {
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pos->rabbitVelocity[0] -= RABBIT_MOTION_ACCELERATION;
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if (pos->rabbitVelocity[0] < -RABBIT_MOTION_MAX_SPEED) {
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pos->rabbitVelocity[0] = -RABBIT_MOTION_MAX_SPEED;
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}
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}
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if (keyboardKeydownState->KEY_D) {
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pos->rabbitVelocity[0] += RABBIT_MOTION_ACCELERATION;
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if (pos->rabbitVelocity[0] > RABBIT_MOTION_MAX_SPEED) {
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pos->rabbitVelocity[0] = RABBIT_MOTION_MAX_SPEED;
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}
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}
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for (i = 0; i < 2; ++i) {
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pos->oldRabbitPosition[i] = pos->rabbitPosition[i];
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pos->rabbitPosition[i] += (pos->rabbitVelocity[i] / RABBIT_MOTION_VELOCITY_DECAY);
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if (pos->rabbitPosition[i] < pos->rabbitLimits[0][i]) {
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pos->rabbitPosition[i] = pos->rabbitLimits[0][i];
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}
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if (pos->rabbitPosition[i] >= pos->rabbitLimits[1][i]) {
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pos->rabbitPosition[i] = pos->rabbitLimits[1][i];
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}
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2024-02-20 17:51:59 +00:00
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2024-02-21 13:25:55 +00:00
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if (pos->rabbitVelocity[i] < 0) {
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pos->rabbitVelocity[i] += RABBIT_MOTION_DRAG;
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if (pos->rabbitVelocity[i] > 0) pos->rabbitVelocity[i] = 0;
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}
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if (pos->rabbitVelocity[i] > 0) {
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pos->rabbitVelocity[i] -= RABBIT_MOTION_DRAG;
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if (pos->rabbitVelocity[i] < 0) pos->rabbitVelocity[i] = 0;
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}
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}
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2024-02-20 17:51:59 +00:00
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}
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