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Several collision fixes
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@@ -20,7 +20,7 @@ void CSpaceWarpFilter::GenerateWarpRampTex(boo::IGraphicsDataFactory::Context& c
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if (mag < 1.f && vec.canBeNormalized())
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{
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vec.normalize();
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vec *= std::sqrt(mag);
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vec *= zeus::CVector2f(std::sqrt(mag));
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}
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data[y][x][0] = zeus::clamp(0, int((((vec.x / 2.f + 0.5f) - x / float(WARP_RAMP_RES)) + 0.5f) * 255), 255);
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data[y][x][1] = zeus::clamp(0, int((((vec.y / 2.f + 0.5f) - y / float(WARP_RAMP_RES)) + 0.5f) * 255), 255);
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