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Foxed Speeders Thanks Mo(2) For reporting it
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@ -867,6 +867,7 @@ void CCharacter::HandleTiles(int Index)
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{
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vec2 Direction, MaxVel, TempVel = m_Core.m_Vel;
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int Force, MaxSpeed = 0;
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const float Zero=0;
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GameServer()->Collision()->GetSpeedup(MapIndex, &Direction, &Force, &MaxSpeed);
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//dbg_msg("speedup tile start","Direction %f %f, Force %d, Max Speed %d", (Direction).x,(Direction).y, Force, MaxSpeed);
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if(
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@ -878,9 +879,9 @@ void CCharacter::HandleTiles(int Index)
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m_Core.m_Pos = m_PrevPos;
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TempVel += Direction * Force;
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MaxVel = Direction*(MaxSpeed/5);
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if(MaxSpeed && Direction.x && (TempVel.x > MaxVel.x && MaxVel.x > 0 || TempVel.x < MaxVel.x && MaxVel.x < 0))
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if(MaxSpeed && (fabs(Direction.x) > 0.000001) && (TempVel.x > MaxVel.x && MaxVel.x > 0 || TempVel.x < MaxVel.x && MaxVel.x < 0))
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TempVel.x = MaxVel.x;
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if(MaxSpeed && Direction.y && (TempVel.y > MaxVel.y && MaxVel.y > 0 || TempVel.y < MaxVel.y && MaxVel.y < 0))
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if(MaxSpeed && (fabs(Direction.y) > 0.000001) && (TempVel.y > MaxVel.y && MaxVel.y > 0 || TempVel.y < MaxVel.y && MaxVel.y < 0))
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TempVel.y = MaxVel.y;
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m_Core.m_Vel = TempVel;
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//dbg_msg("speedup tile end","(Direction*Force) %f %f m_Core.m_Vel%f %f",(Direction*Force).x,(Direction*Force).y,m_Core.m_Vel.x,m_Core.m_Vel.y);
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