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changed how direction of speeup is calculated. Fixes #95.
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@ -645,13 +645,9 @@ void CCollision::GetSpeedup(int Index, vec2 *Dir, int *Force, int *MaxSpeed)
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vec2 Direction = vec2(1, 0);
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vec2 Direction = vec2(1, 0);
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float Angle = m_pSpeedup[Index].m_Angle * (3.14159265f/180.0f);
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float Angle = m_pSpeedup[Index].m_Angle * (3.14159265f/180.0f);
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*Force = m_pSpeedup[Index].m_Force;
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*Force = m_pSpeedup[Index].m_Force;
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*Dir = vec2(cos(Angle), sin(Angle));
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if(MaxSpeed)
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if(MaxSpeed)
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*MaxSpeed = m_pSpeedup[Index].m_MaxSpeed;
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*MaxSpeed = m_pSpeedup[Index].m_MaxSpeed;
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vec2 TmpDir;
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TmpDir.x = (Direction.x*cos(Angle)) - (Direction.y*sin(Angle));
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TmpDir.y = (Direction.x*sin(Angle)) + (Direction.y*cos(Angle));
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*Dir = TmpDir;
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}
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}
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int CCollision::IsCp(int x, int y)
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int CCollision::IsCp(int x, int y)
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