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- added vector variants of FindDistance2D and FindDistance3D
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12 changed files with 35 additions and 31 deletions
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@ -1164,7 +1164,7 @@ DSWActor* DoPickTarget(DSWActor* actor, uint32_t max_delta_ang, int skip_targets
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// Only look at closest ones
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//if ((dist = Distance(actor->spr.x, actor->spr.y, itActor->spr.x, itActor->spr.y)) > PICK_DIST)
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if ((dist = FindDistance3D(actor->spr.pos.X - itActor->spr.pos.X, actor->spr.pos.Y - itActor->spr.pos.Y, actor->spr.pos.Z - itActor->spr.pos.Z)) > PICK_DIST)
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if ((dist = FindDistance3D(actor->spr.pos - itActor->spr.pos)) > PICK_DIST)
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continue;
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if (skip_targets != 2) // Used for spriteinfo mode
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@ -2624,7 +2624,7 @@ void DoPlayerMoveVehicle(PLAYERp pp)
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{ MOVEx(256, pp->angle.ang.asbuild()), MOVEy(256, pp->angle.ang.asbuild()), 0 },
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hit, CLIPMASK_PLAYER);
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if (FindDistance2D(hit.hitpos.X - hit_pos.X, hit.hitpos.Y - hit_pos.Y) < 800)
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if (FindDistance2D(hit.hitpos.vec2 - hit_pos.vec2) < 800)
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{
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if (hit.hitWall)
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actor->user.coll.setWall(wallnum(hit.hitWall));
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@ -6784,7 +6784,7 @@ int SearchSpawnPosition(PLAYERp pp)
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if (opp != pp) // don't test for yourself
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{
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if (FindDistance3D(spawn_sprite->spr.pos.X - opp->pos.X, spawn_sprite->spr.pos.Y - opp->pos.Y, spawn_sprite->spr.pos.Z - opp->pos.Z) < 1000)
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if (FindDistance3D(spawn_sprite->spr.pos - opp->pos) < 1000)
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{
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blocked = true;
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break;
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