XYZ flatfacing, flatvelocity;
int howmany;
for (int i = 0; i < 10; i++) {
- howmany = abs(Random() % (skeleton.joints.size()));
+ howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity;
flatfacing = skeleton.joints[howmany].position * scale + coords;
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velocity += change;
- skeleton.joints[abs(Random() % skeleton.joints.size())].velocity -= change;
+ skeleton.joints[fabs(Random() % skeleton.joints.size())].velocity -= change;
change.x = (float)(Random() % 100) / 100;
change.y = (float)(Random() % 100) / 100;
change.z = (float)(Random() % 100) / 100;
skeleton.joints[i].velchange += change;
- skeleton.joints[abs(Random() % skeleton.joints.size())].velchange -= change;
+ skeleton.joints[fabs(Random() % skeleton.joints.size())].velchange -= change;
}
if (checkcollision) {
}
while (flamedelay < 0 && onfire) {
flamedelay += .006;
- howmany = abs(Random() % (skeleton.joints.size()));
+ howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;
while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
flamedelay += .05;
- howmany = abs(Random() % (skeleton.joints.size()));
+ howmany = fabs(Random() % (skeleton.joints.size()));
if (skeleton.free) {
flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
flatfacing = skeleton.joints[howmany].position * scale + coords;