+
+ float angle = ((rand() % (max_angle-min_angle))+min_angle)
+ * (M_PI / 180); // convert to radius
+ particle->vel.x = /*fabs*/(sin(angle)) * initial_velocity.x;
+// if(angle >= M_PI && angle < M_PI*2)
+// particle->vel.x *= -1; // work around to fix signal
+ particle->vel.y = /*fabs*/(cos(angle)) * initial_velocity.y;
+// if(angle >= M_PI_2 && angle < 3*M_PI_2)
+// particle->vel.y *= -1;