protected float updateErrorDist(float moveFactor, float moveClip)
{
// Add a bit of randomness to our angle of travel;
if (tornado != null)
{
errorDist += ((float)rnd.NextDouble() - 0.5f) * moveFactor;
if (Math.Abs(errorDist) > moveClip)
{
if (errorDist < 0)
{
errorDist = -moveClip;
}
else
{
errorDist = moveClip;
}
}
}
return errorDist;
}