Page 698 - 2
P. 698

object_speed.z = normal_change_speed.z*percent;
                            }
                            else if (changing_progress > (change_time - out))
                            {
                                    float percent = (change_time - changing_progress) / (out);
                                    object_speed.x = normal_change_speed.x*percent;
                                    object_speed.y = normal_change_speed.y*percent;
                                    object_speed.z = normal_change_speed.z*percent;
                            }
                            if ((changing_progress) > change_time)
                            {
                                    object_speed.x = 0;
                                    object_speed.y = 0;
                                    object_speed.z = 0;
                                    changing_progress = 0;
                                    changing_object_Enable = 0;
                            }
                            speed.x = (angle_x(changing_coordinate, state) - state.x) / PERIOD;
                            speed.y = (angle_y(changing_coordinate, state) - state.y) / PERIOD;
                    }
            }
            void slide(Vector to)
            {
                    if (slide_Enable == 0)
                    {
                            speed.pos = 0;
                            float abs = (to.pos - state.pos); if (abs < 0) abs = -abs;
                            normal_slide_time = (abs - (move_speed)*(in) / 2 - (move_speed)*(out) / 2) / m
            ove_speed;
                            if (to.pos - state.pos < 0) slide_speed = -move_speed;
                            else slide_speed = move_speed;
                            slide_to = to;
                    }
                    slide_Enable = 1;
                    if (slide_progress < in)
                    {
                            speed.pos = (slide_speed)*((slide_progress) / (in));
                    }
                    else if (slide_progress >(in + normal_slide_time))
                    {
                            speed.pos = (slide_speed)*((in + normal_slide_time + out - slide_progress) / (ou
            t));
                    }
                    if ((slide_progress) > in + normal_slide_time + out)
                    {


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