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- fixed: The distance check in A_RadiusGive could overflow for large distances.
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1 changed files with 3 additions and 4 deletions
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@ -5068,9 +5068,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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if (flags & RGF_CUBE)
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if (flags & RGF_CUBE)
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{ // check if inside a cube
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{ // check if inside a cube
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if (abs(thing->x - self->x) > distance ||
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if (fabs((double)thing->x - self->x) > (double)distance ||
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abs(thing->y - self->y) > distance ||
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fabs((double)thing->y - self->y) > (double)distance ||
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abs((thing->z + thing->height/2) - (self->z + self->height/2)) > distance)
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fabs((double)(thing->z + thing->height/2) - (self->z + self->height/2)) > (double)distance)
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{
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{
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continue;
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continue;
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}
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}
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@ -5084,7 +5084,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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continue;
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continue;
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}
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}
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}
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}
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fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
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if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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