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Document SDL_abs vs. SDL_fabs
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@ -4410,6 +4410,7 @@ void entityclass::applyfriction( int t, float xrate, float yrate )
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if (entities[t].vx > 6.00f) entities[t].vx = 6.0f;
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if (entities[t].vx < -6.00f) entities[t].vx = -6.0f;
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// This should *not* be changed to use SDL_fabsf, which would cause noticable differences in physics.
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if (SDL_abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
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if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
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}
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@ -1824,6 +1824,7 @@ void gameinput()
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if (game.activetele && game.readytotele > 20 && !game.intimetrial)
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{
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enter_already_processed = true;
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// This should *not* be changed to use SDL_fabsf, which would prevent activating an teleporter when `vx > 1.0 && vx < 2.0`.
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if(int(SDL_abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
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{
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//wait! space station 2 debug thingy
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@ -1890,6 +1891,7 @@ void gameinput()
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else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
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{
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enter_already_processed = true;
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// This should *not* be changed to use SDL_fabsf, which would prevent activating an activity zone when `vx > 1.0 && vx < 2.0`.
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if((int(SDL_abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
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{
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script.load(obj.blocks[game.activeactivity].script);
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