rendered paste bodyfloat vector_length(float vector[2]){ return (sqrtf((vector[0]*vector[0]) + (vector[1]*vector[1])));}float vector_normalise(float vector[2]){ float temp = 1/vector_length(vector); vector[0] *= temp; vector[1] *= temp; return vector;}void deflect(object_t *obj1, object_t *obj2){ float impactnormal[2]; float subtracted[2]; float dotproduct; vector_subtract(subtracted, obj1->position, obj2->position); impactnormal = vector_normalise(subtracted); dotproduct = vector_dotproduct(obj1->velocity, impactnormal); obj1->velocity[0] += impactnormal[0] * dotproduct * 2.0; obj1->velocity[1] += impactnormal[1] * dotproduct * 2.0;}