118   if(meanLoss <= minLoss) 
return meanLoss;
 
  139   if ( meanLoss > minFraction*kineticEnergy ) {
 
  140     G4double gam = (kineticEnergy - meanLoss)/particleMass + 1.0;
 
  142     if(b2 < xmin*beta2) b2 = xmin*beta2;
 
  145     siga *= 0.25*(1.0 + 
x)*(x3 + (1.0/b2 - 0.5)/(1.0/beta2 - 0.5) );
 
  149   G4double twomeanLoss = meanLoss + meanLoss;
 
  159     } 
while (0.0 > loss || twomeanLoss < loss);
 
  162   } 
else if(sn > 0.1) {
 
  169     loss = twomeanLoss*rndmEngine->
flat();
 
ThreeVector shoot(const G4int Ap, const G4int Af)
 
G4double GetKineticEnergy() const 
 
virtual G4double SampleFluctuations(const G4MaterialCutsCouple *, const G4DynamicParticle *, G4double, G4double, G4double) override
 
virtual G4double Dispersion(const G4Material *, const G4DynamicParticle *, G4double tmax, G4double length) override
 
const G4Material * GetMaterial() const