if(event_type==EVENT_IMPACT){ move_friction=.5; // pushed force vec_set(temp, you._forcex * my._bouncyness); vec_normalize(temp, 2 * move_friction); // added by normal force temp.x=(temp.x + normal.x)/2; temp.y=(temp.y + normal.y)/2; my._forcex=temp.x; my._forcey=temp.y; you._forcex=bounce.x; you._forcey=bounce.y; }
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