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- fixed grenade and glauncher physics on big maps
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3488 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+4
-4
@@ -5323,7 +5323,7 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel
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FLOAT dTargetZMax;
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BOOLEAN fIntended;
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INT16 sX, sY, sZ;
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INT32 sX, sY, sZ;
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FLOAT dOldZUnits, dZUnits;
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@@ -5331,9 +5331,9 @@ INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDel
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INT32 iCurrCubesZ;
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sX = (INT16)( dX / CELL_X_SIZE );
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sY = (INT16)( dY / CELL_Y_SIZE );
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sZ = (INT16)dZ;
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sX = (INT32)( dX / CELL_X_SIZE );
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sY = (INT32)( dY / CELL_Y_SIZE );
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sZ = (INT32)dZ;
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// Check if gridno is in bounds....
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if ( !GridNoOnVisibleWorldTile( sX + sY * WORLD_COLS ) )
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@@ -1497,7 +1497,7 @@ vector_3 FindBestForceForTrajectory( INT32 sSrcGridNo, INT32 sGridNo,INT16 sStar
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//calculate force needed
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{
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dForce = (float)( 12 * ( sqrt( ( GRAVITY * dRange ) / sin( 2 * dzDegrees ) ) ) );
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dForce = (float)( 12.0 * ( sqrt( ( GRAVITY * dRange ) / sin( 2.0 * dzDegrees ) ) ) );
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}
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do
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@@ -2139,8 +2139,8 @@ FLOAT CalculateForceFromRange( INT16 sRange, FLOAT dDegrees )
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// OK, use a fake gridno, find the new gridno based on range, use height of merc, end height of ground,
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// 45 degrees
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sSrcGridNo = 4408;
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sDestGridNo = 4408 + ( sRange * WORLD_COLS );
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sSrcGridNo = WORLD_COLS/2+WORLD_COLS*WORLD_ROWS/6;
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sDestGridNo = sSrcGridNo + ( sRange * WORLD_COLS );
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// Use a grenade objecttype
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CreateItem( HAND_GRENADE, 100, &gTempObject );
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