@@ -10110,8 +10110,6 @@ public void UpdateZombiquarium()//3update
1011010110 {
1011110111 return ;
1011210112 }
10113- float num = mVelZ ;
10114- float num2 = mVelX ;
1011510113 Reanimation reanimation = mApp . ReanimationGet ( mBodyReanimID ) ;
1011610114 if ( mZombiePhase == ZombiePhase . ZombiquariumBite )
1011710115 {
@@ -10125,38 +10123,38 @@ public void UpdateZombiquarium()//3update
1012510123 }
1012610124 else if ( ! ZombiquariumFindClosestBrain ( ) && mPhaseCounter == 0 )
1012710125 {
10128- int num3 = RandomNumbers . NextNumber ( 7 ) ;
10129- if ( num3 <= 4 )
10126+ int aRnd = RandomNumbers . NextNumber ( 7 ) ;
10127+ if ( aRnd <= 4 )
1013010128 {
1013110129 mZombiePhase = ZombiePhase . ZombiquariumAccel ;
10132- num = TodCommon . RandRangeFloat ( 0f , 6.2831855f ) ;
10130+ mVelZ = TodCommon . RandRangeFloat ( 0f , GlobalMembersSexyMath . SEXYMATH_2PI ) ;
1013310131 mPhaseCounter = TodCommon . RandRangeInt ( 300 , 1000 ) ;
1013410132 reanimation . mAnimRate = TodCommon . RandRangeFloat ( 15f , 20f ) ;
1013510133 }
10136- else if ( num3 == 4 )
10134+ else if ( aRnd == 4 )
1013710135 {
1013810136 mZombiePhase = ZombiePhase . ZombiquariumDrift ;
10139- num = 4.712389f ;
10137+ mVelZ = GlobalMembersSexyMath . SEXYMATH_PI * 1.5f ;
1014010138 mPhaseCounter = TodCommon . RandRangeInt ( 300 , 1000 ) ;
1014110139 reanimation . mAnimRate = TodCommon . RandRangeFloat ( 8f , 10f ) ;
1014210140 }
10143- else if ( num3 == 5 )
10141+ else if ( aRnd == 5 )
1014410142 {
1014510143 mZombiePhase = ZombiePhase . ZombiquariumBackAndForth ;
10146- num = 0f ;
10144+ mVelZ = 0f ;
1014710145 mPhaseCounter = TodCommon . RandRangeInt ( 300 , 1000 ) ;
1014810146 reanimation . mAnimRate = TodCommon . RandRangeFloat ( 15f , 20f ) ;
1014910147 }
1015010148 else
1015110149 {
1015210150 mZombiePhase = ZombiePhase . ZombiquariumBackAndForth ;
10153- num = 3.1415927f ;
10151+ mVelZ = GlobalMembersSexyMath . SEXYMATH_PI ;
1015410152 mPhaseCounter = TodCommon . RandRangeInt ( 300 , 1000 ) ;
1015510153 reanimation . mAnimRate = TodCommon . RandRangeFloat ( 15f , 20f ) ;
1015610154 }
1015710155 }
10158- float aVelX = ( float ) Math . Cos ( num ) ;
10159- float aVelY = ( float ) Math . Sin ( num ) ;
10156+ float aVelX = ( float ) Math . Cos ( mVelZ ) ;
10157+ float aVelY = ( float ) Math . Sin ( mVelZ ) ;
1016010158 bool flag = false ;
1016110159 if ( mPosX < 0f && aVelX < 0f )
1016210160 {
@@ -10177,7 +10175,7 @@ public void UpdateZombiquarium()//3update
1017710175 float aMaxSpeed = 0.5f ;
1017810176 if ( flag )
1017910177 {
10180- aMaxSpeed = num2 * 0.3f ;
10178+ aMaxSpeed = mVelX * 0.3f ;
1018110179 mPhaseCounter = Math . Min ( 100 , mPhaseCounter ) ;
1018210180 }
1018310181 else if ( mZombiePhase == ZombiePhase . ZombiquariumAccel )
@@ -10186,21 +10184,23 @@ public void UpdateZombiquarium()//3update
1018610184 }
1018710185 else if ( mZombiePhase == ZombiePhase . ZombiquariumBackAndForth )
1018810186 {
10189- if ( mPosX >= 200f || aVelX < 0f )
10187+ if ( mPosX < 200f && aVelX < 0f )
1019010188 {
10189+ mVelZ = 0.0f ;
1019110190 }
10192- if ( mPosX <= 550f || aVelX > 0f )
10191+ if ( mPosX > 550f && aVelX > 0f )
1019310192 {
10193+ mVelZ = 3.1416f ;
1019410194 }
1019510195 aMaxSpeed = 0.3f ;
1019610196 }
1019710197 else if ( mZombiePhase == ZombiePhase . ZombiquariumDrift || mZombiePhase == ZombiePhase . ZombiquariumBite )
1019810198 {
1019910199 aMaxSpeed = 0.05f ;
1020010200 }
10201- num2 = Math . Min ( aMaxSpeed , num2 + 0.01f ) ;
10202- aVelX *= num2 ;
10203- aVelY *= num2 ;
10201+ mVelX = Math . Min ( aMaxSpeed , mVelX + 0.01f ) ;
10202+ aVelX *= mVelX ;
10203+ aVelY *= mVelX ;
1020410204 mPosX += aVelX ;
1020510205 mPosY += aVelY ;
1020610206 if ( ! mBoard . HasLevelAwardDropped ( ) )
@@ -10215,7 +10215,7 @@ public void UpdateZombiquarium()//3update
1021510215 mSummonCounter = TodCommon . RandRangeInt ( 1000 , 1500 ) ;
1021610216 }
1021710217 }
10218- if ( mZombieAge % 100 == 0 )
10218+ if ( ( mZombieAge % 100 ) == 0 )
1021910219 {
1022010220 TakeDamage ( 10 , 8U ) ;
1022110221 if ( IsDeadOrDying ( ) )
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