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  1. use glc::{matrix::Angle, vector::Vector2f};
  2. /// Distance to orbit before ship is handled as "in orbit" in %
  3. pub const SHIP_ORBIT_DISTANCE_MAX: f32 = 1.10;
  4. /// Minimum angle between old and new target position in orbit
  5. pub const SHIP_ORBIT_ANGLE_DELTA_MIN: Angle<f32> = Angle::Deg(5000.0);
  6. /// Random angle between old and new target position in orbit
  7. pub const SHIP_ORBIT_ANGLE_DELTA_RND: Angle<f32> = Angle::Deg(5000.0);
  8. /// Agility of ships inside orbit
  9. pub const SHIP_ORBIT_AGILITY: Angle<f32> = Angle::Deg(90.0);
  10. pub const VECTOR_2F_POS_X: Vector2f = Vector2f::new(1.0, 0.0);