📄 weaponiterator.java
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public class WeaponIterator
{
private static final int gravity = -2501;
private static int collisionX;
private static int collisionY;
private static int positionX;
private static int positionY;
private static int oldPositionX;
private static int oldPositionY;
private static int initialX;
private static int initialY;
private static int time;
private static int deltaTime;
private static int sinAng;
private static int cosAng;
private static int sinAngleI;
private static int cosAngleI;
private static int gravityI;
private static int gravityAdd;
private static int velocity;
private static int angle;
private static int vectorX;
private static int vectorY;
private static int ox;
private static int oy;
private static int vx;
private static int vy;
private static int curWind;
private static int windFactor;
public WeaponIterator()
{
}
public static int iterate(int i, int j, int k, int l, int i1, Team team)
{
windFactor = k;
positionX = oldPositionX = vectorX = initialX = i;
positionY = oldPositionY = vectorY = initialY = j;
curWind = 0;
velocity = l;
angle = i1;
deltaTime = 30;
sinAng = Game.table[angle % 360] * velocity;
cosAng = Game.table[(angle + 90) % 360] * velocity;
time = 60;
sinAng *= deltaTime;
cosAng *= deltaTime;
sinAngleI = 0;
cosAngleI = 0;
gravityAdd = -2501 * deltaTime;
gravityI = 0;
boolean flag = true;
int j1 = 0x7fffffff;
while(flag)
{
positionX = initialX + (cosAngleI >> 16) + (curWind >> 8);
positionY = initialY - (sinAngleI + (gravityI >> 9) * time >> 16);
time += deltaTime;
curWind += windFactor;
sinAngleI += sinAng;
cosAngleI += cosAng;
gravityI += gravityAdd;
for(int k1 = 0; k1 < team.wormList.length; k1++)
if(!team.wormList[k1].isDead())
{
int l1 = positionX - team.wormList[k1].positionX;
int i2 = positionY - team.wormList[k1].positionY;
int j2 = l1 * l1 + i2 * i2;
if(j2 < j1)
j1 = j2;
}
if(positionX < 0 || positionX > 300 || positionY > 150)
flag = false;
}
return j1;
}
}
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