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Trunk Sync r6269. I hope this works. This is supposed to be a Trunk overlay merge into Antipodes, which should mean that Antipodes is now a copy of Trunk in all respects.
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@@ -790,6 +790,8 @@ void obj_move_call_physics(object *objp, float frametime)
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int points = pm->missile_banks[i].num_slots;
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int missles_left = shipp->weapons.secondary_bank_ammo[i];
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int next_point = shipp->weapons.secondary_next_slot[i];
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float fire_wait = Weapon_info[shipp->weapons.secondary_bank_weapons[i]].fire_wait;
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float reload_time = (fire_wait == 0.0f) ? 1.0f : 1.0f / fire_wait;
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//ok so...we want to move up missles but only if there is a missle there to be moved up
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//there is a missle behind next_point, and how ever many missles there are left after that
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@@ -799,7 +801,7 @@ void obj_move_call_physics(object *objp, float frametime)
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for (int k = next_point; k < next_point+missles_left; k ++) {
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float &s_pct = shipp->secondary_point_reload_pct[i][k % points];
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if (s_pct < 1.0)
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s_pct += shipp->reload_time[i] * frametime;
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s_pct += reload_time * frametime;
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if (s_pct > 1.0)
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s_pct = 1.0f;
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}
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@@ -808,7 +810,7 @@ void obj_move_call_physics(object *objp, float frametime)
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for (int k = 0; k < points; k++) {
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float &s_pct = shipp->secondary_point_reload_pct[i][k];
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if (s_pct < 1.0)
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s_pct += shipp->reload_time[i] * frametime;
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s_pct += reload_time * frametime;
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if (s_pct > 1.0)
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s_pct = 1.0f;
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}
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@@ -1927,7 +1929,6 @@ void object_set_gliding(object *objp, bool enable)
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if(enable) {
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objp->phys_info.flags |= PF_GLIDING;
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objp->phys_info.glide_saved_vel = Player_obj->phys_info.vel;
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} else {
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objp->phys_info.flags &= ~PF_GLIDING;
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vm_vec_rotate(&objp->phys_info.prev_ramp_vel, &objp->phys_info.vel, &objp->orient); //Backslash
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