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Make player->speed use R_PointToDist2
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@ -5924,7 +5924,7 @@ static void P_3dMovement(player_t *player)
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player->rmomy = player->mo->momy - player->cmomy;
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// Calculates player's speed based on distance-of-a-line formula
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player->speed = P_AproxDistance(player->rmomx, player->rmomy);
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player->speed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
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// Monster Iestyn - 04-11-13
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// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
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