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- got rid of DistanceI.
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2 changed files with 5 additions and 29 deletions
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@ -1594,29 +1594,6 @@ extern SECTOR_OBJECT SectorObject[MAX_SECTOR_OBJECTS];
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ANIMATOR NullAnimator;
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inline int Distance(int x1, int y1, int x2, int y2)
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{
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int min;
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if ((x2 = x2 - x1) < 0)
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x2 = -x2;
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if ((y2 = y2 - y1) < 0)
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y2 = -y2;
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if (x2 > y2)
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min = y2;
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else
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min = x2;
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return x2 + y2 - (min >> 1);
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}
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inline int DistanceI(const DVector2& pos1, const DVector2& pos2)
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{
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return Distance(int(pos1.X * worldtoint), int(pos1.Y * worldtoint), int(pos2.X * worldtoint), int(pos2.Y * worldtoint));
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}
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int NewStateGroup(DSWActor* actor, STATE* SpriteGroup[]);
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DVector3 SectorMidPoint(sectortype* sectp);
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void SpawnUser(DSWActor* actor, short id, STATE* state);
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@ -14113,7 +14113,6 @@ int InitEnemyNuke(DSWActor* actor)
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int InitMicro(PLAYER* pp)
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{
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DSWActor* actor = pp->actor;
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int dist;
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short i;
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DAngle angle;
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TARGET_SORT* ts = TargetSort;
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@ -14206,11 +14205,11 @@ int InitMicro(PLAYER* pp)
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if (picked)
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{
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dist = DistanceI(actorNew->spr.pos, picked->spr.pos);
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double dist = (actorNew->spr.pos.XY() - picked->spr.pos.XY()).Length();
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if (dist != 0)
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{
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double zh = ActorZOfTop(picked) + (ActorSizeZ(picked) * 0.25);
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actorNew->set_int_zvel((actorNew->int_xvel() * (zh - actorNew->spr.pos.Z) * zworldtoint) / dist);
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actorNew->vel.Z = (actorNew->vel.X * (zh - actorNew->spr.pos.Z)) / dist;
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}
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actorNew->user.WpnGoalActor = ts->actor;
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@ -15878,7 +15877,7 @@ int InitTankShell(DSWActor* actor, PLAYER* pp)
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int InitTurretMicro(DSWActor* actor, PLAYER* pp)
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{
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DSWActor* plActor = pp->actor;
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int nx, ny, nz, dist;
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int nx, ny, nz;
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short i,ang;
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TARGET_SORT* ts = TargetSort;
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DSWActor* picked = nullptr;
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@ -15948,11 +15947,11 @@ int InitTurretMicro(DSWActor* actor, PLAYER* pp)
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if (picked)
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{
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dist = DistanceI(actorNew->spr.pos, picked->spr.pos);
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double dist = (actorNew->spr.pos.XY() - picked->spr.pos.XY()).Length();
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if (dist != 0)
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{
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double zh = ActorZOfTop(picked) + (ActorSizeZ(picked) * 0.25);
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actorNew->set_int_zvel((actorNew->int_xvel() * (zh - actorNew->spr.pos.Z) * zworldtoint) / dist);
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actorNew->vel.Z = (actorNew->vel.X * (zh - actorNew->spr.pos.Z)) / dist;
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}
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actorNew->user.WpnGoalActor = ts->actor;
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