diff --git a/source/games/sw/src/ai.cpp b/source/games/sw/src/ai.cpp index 73d1ca761..6439cbf48 100644 --- a/source/games/sw/src/ai.cpp +++ b/source/games/sw/src/ai.cpp @@ -1343,7 +1343,7 @@ int InitActorDuck(DSWActor* actor) actor->user.ActorActionFunc = DoActorDuck; NewStateGroup(actor, actor->user.ActorActionSet->Duck); - double dist = (actor->spr.pos.XY(), actor->user.targetActor->spr.pos.XY()).LengthSquared(); + double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).LengthSquared(); if (dist > 500*500) { @@ -1644,7 +1644,7 @@ int InitActorReposition(DSWActor* actor) actor->user.Dist = 0; rnum = RANDOM_P2(8<<8)>>8; - dist = (actor->spr.pos.XY(), actor->user.targetActor->spr.pos.XY()).Length(); + dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length(); if (dist < PlayerDist[rnum] || (actor->user.Flags & SPR_RUN_AWAY)) { diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index d409c8b24..8a9f27413 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -2938,7 +2938,7 @@ void DoSector(void) } else { - double dist = (pp->pos.XY(), sop->pmid.XY()).Length(); + double dist = (pp->pos.XY() - sop->pmid.XY()).Length(); if (dist < min_dist) min_dist = dist; } diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index c40147442..6b26253ca 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -860,7 +860,7 @@ int DoBettySpawnShrap(DSWActor* actor) int DoBettyWait(DSWActor* actor) { - double dist = (actor->spr.pos.XY(), actor->user.targetActor->spr.pos.XY()).Length(); + double dist = (actor->spr.pos.XY() - actor->user.targetActor->spr.pos.XY()).Length(); DoActorPickClosePlayer(actor); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index fecb3c3e1..555a1de5d 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -18287,7 +18287,7 @@ DSWActor* QueueWallBlood(DSWActor* actor, DAngle bang) return nullptr; const double WALLBLOOD_DIST_MAX = 156.25; - if ((hit.hitpos.XY(), actor->spr.pos.XY()).Length() > WALLBLOOD_DIST_MAX) + if ((hit.hitpos.XY() - actor->spr.pos.XY()).Length() > WALLBLOOD_DIST_MAX) return nullptr; // hit a sprite?