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Temp fix for missile trajectory
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@ -11,6 +11,7 @@ import com.riiablo.codec.DCC;
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import com.riiablo.codec.excel.Missiles;
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import com.riiablo.graphics.BlendMode;
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import com.riiablo.graphics.PaletteIndexedBatch;
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import com.riiablo.map.DT1.Tile;
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public class Missile extends Entity {
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public final Missiles.Entry missile;
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@ -48,9 +49,22 @@ public class Missile extends Entity {
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}
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// FIXME: angle given using pixels but applied using map coordinated
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tmpVec2.x = radius * MathUtils.cos(angle);
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tmpVec2.y = radius * MathUtils.sin(angle);
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position.add(tmpVec2);
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//tmpVec2.x = radius * MathUtils.cos(angle);
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//tmpVec2.y = radius * MathUtils.sin(angle);
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//position.add(tmpVec2);
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radius *= Tile.SUBTILE_WIDTH; // workaround to get approx speed
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tmpVec2.x = +(position.x * Tile.SUBTILE_WIDTH50) - (position.y * Tile.SUBTILE_WIDTH50);
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tmpVec2.y = -(position.x * Tile.SUBTILE_HEIGHT50) - (position.y * Tile.SUBTILE_HEIGHT50);
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tmpVec2.x += radius * MathUtils.cos(angle);
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tmpVec2.y += radius * MathUtils.sin(angle);
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float x = tmpVec2.x;
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float y = tmpVec2.y;
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tmpVec2.x = ( x / Tile.SUBTILE_WIDTH50 - y / Tile.SUBTILE_HEIGHT50) / 2;
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tmpVec2.y = (-x / Tile.SUBTILE_WIDTH50 - y / Tile.SUBTILE_HEIGHT50) / 2;
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position.set(tmpVec2);
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}
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@Override
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