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Start CPlayer
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@@ -234,17 +234,17 @@ void CPhysicsActor::UseCollisionImpulses() {
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}
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void CPhysicsActor::MoveToWR(const CVector3f& trans, float d) {
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xfc_constantForce = (trans - GetTransform().GetTranslation()) * GetMass() * (1.f / d);
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xfc_constantForce = (trans - GetTransform().GetTranslation()) * GetMass() / d;
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ComputeDerivedQuantities();
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}
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void CPhysicsActor::MoveToInOneFrameWR(const CVector3f& trans, float d) {
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x18c_moveImpulse += (trans - GetTranslation()) * GetMass() * (1.f / d);
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x18c_moveImpulse += (trans - GetTranslation()) * GetMass() / d;
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}
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CVector3f CPhysicsActor::GetMoveToORImpulseWR(const CVector3f& trans, float d) const {
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CVector3f impulse = GetTransform().Rotate(trans);
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return (GetMass() * impulse) * (1.f / d);
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return (GetMass() * impulse) / d;
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}
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CVector3f CPhysicsActor::GetRotateToORAngularMomentumWR(const CQuaternion& q, float d) const {
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@@ -396,6 +396,6 @@ void CPhysicsActor::SetCollisionAccuracyModifier(float modifier) {
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float CPhysicsActor::GetMaximumCollisionVelocity() const { return x238_maximumCollisionVelocity; }
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void CPhysicsActor::SetMaximumCollisionVelocity(float velocity) {
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void CPhysicsActor::SetMaxVelocityAfterCollision(float velocity) {
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x238_maximumCollisionVelocity = velocity;
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}
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