physics: we should rather not use fast maths functions here
(Brahma: please remove what can be removed) git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6680 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -548,7 +548,7 @@ void moveplayer(physent *pl, int moveres, bool local, int curtime)
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if (cornersurface)
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{
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float ct2f = (cornersurface == 2 ? -1.0 : 1.0);
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float diag = f*d.ufmagxy()*2;
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float diag = f*d.magnitudexy()*2;
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vec vd = vec((d.y*ct2f+d.x >= 0.0f ? diag : -diag), (d.x*ct2f+d.y >= 0.0f ? diag : -diag), 0);
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pl->o.x -= f*d.x;
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pl->o.y -= f*d.y;
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