protected AttkVtx InterpVert(AttkVtx vI, AttkVtx vO, Fighter plr) { //returns an interpolated vertec between vI (vertex inside player hitbox), //vO(vertex outside player hitbox), where plr is the player AttkVtx retVtx = new AttkVtx(); float itpWgt = 1.1f; if(vO.pos.x > plr.Right()){ retVtx.pos.x=plr.Right(); itpWgt = (plr.Right() - vI.pos.x)/(vO.pos.x-vI.pos.x); retVtx.pos.y = itpWgt*vI.pos.y + (1-itpWgt)*vO.pos.y;//solve rest }else if(vO.pos.x < plr.Left()){ retVtx.pos.x=plr.Left(); itpWgt = (plr.Left() - vI.pos.x)/(vO.pos.x-vI.pos.x); retVtx.pos.y = itpWgt*vI.pos.y + (1-itpWgt)*vO.pos.y;//solve rest } if(itpWgt>1){ if(vO.pos.y > plr.Top()){ retVtx.pos.y=plr.Top(); itpWgt = (plr.Top() - vI.pos.y)/(vO.pos.y-vI.pos.y); retVtx.pos.x = itpWgt*vI.pos.x + (1-itpWgt)*vO.pos.x;//solve rest } else if(vO.pos.y > plr.Bottom()){ retVtx.pos.y=plr.Bottom(); itpWgt = (plr.Bottom() - vI.pos.y)/(vO.pos.y-vI.pos.y); retVtx.pos.x = itpWgt*vI.pos.x + (1-itpWgt)*vO.pos.x;//solve rest } } retVtx.mag = itpWgt*vI.mag + (1-itpWgt)*vO.mag; retVtx.dir = itpWgt*vI.dir + (1-itpWgt)*vO.dir; retVtx.dmg = itpWgt*vI.dmg + (1-itpWgt)*vO.dmg; retVtx.wgt = itpWgt*vI.wgt + (1-itpWgt)*vO.wgt; return retVtx; }