# Compute final position in new quadrant
if trbeam: # Don't bother if we are to be beamed
return
- game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
- game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
- game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
- game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+ game.quadrant.x = w.x/QUADSIZE
+ game.quadrant.y = w.y/QUADSIZE
+ game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
+ game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
skip(1)
prout(_("Entering Quadrant %s.") % game.quadrant)
game.quad[game.sector.x][game.sector.y] = game.ship