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namespace hyperpoint_vec removed
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@@ -1286,7 +1286,6 @@ void shootBullet(monster *m) {
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bullet->pid = m->pid;
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bullet->parenttype = m->type;
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bullet->hitpoints = 0;
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using namespace hyperpoint_vec;
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bullet->inertia = cspin(0, WDIM-1, -M_PI/4 * i) * m->inertia;
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bullet->inertia[frontdir()] += bullet_velocity(m->type) * SCALE;
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additional.push_back(bullet);
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@@ -1815,7 +1814,6 @@ void movePlayer(monster *m, int delta) {
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hyperpoint avg_inertia;
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if(inertia_based && canmove) {
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using namespace hyperpoint_vec;
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avg_inertia = m->inertia;
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ld coef = m->base->land == laWestWall ? 0.65 : falling ? 0.15 : 1;
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coef /= 1000;
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@@ -1981,7 +1979,6 @@ void movePlayer(monster *m, int delta) {
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if(!go || abs(playergo[cpid]) < 1e-3 || abs(playerturn[cpid]) > 1e-3) bulltime[cpid] = curtime;
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if(!go) {
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using namespace hyperpoint_vec;
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playergo[cpid] = playergoturn[cpid] = playerstrafe[cpid] = 0;
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if(WDIM == 3) playerturn[cpid] = playerturny[cpid] = 0;
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if(falling) m->inertia = m->inertia * -1;
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@@ -2429,7 +2426,6 @@ void spawn_asteroids(monster *bullet, monster *target) {
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hyperpoint bullet_inertia = inverse(target->pat) * bullet->pat * bullet->inertia;
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for(int i=0; i<2; i++) {
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using namespace hyperpoint_vec;
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monster* child = new monster;
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child->base = target->base;
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child->at = target->at;
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