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Use FindDistance3D() instead of sepdist() directly because we don't need/want it inlined here
git-svn-id: https://svn.eduke32.com/eduke32@6816 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -223,7 +223,7 @@ SKIPWALLCHECK:
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goto next_sprite;
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goto next_sprite;
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#endif
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#endif
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int32_t const spriteDist = pOther->picnum == APLAYER
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int32_t const spriteDist = pOther->picnum == APLAYER
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? sepdist(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT))
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? FindDistance3D(pSprite->x - pOther->x, pSprite->y - pOther->y, pSprite->z - (pOther->z - PHEIGHT))
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: dist(pSprite, pOther);
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: dist(pSprite, pOther);
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if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
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if (spriteDist >= blastRadius || !cansee(pOther->x, pOther->y, pOther->z - ZOFFSET3, pOther->sectnum, pSprite->x,
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