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- Remove some debug leftovers.
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@ -537,11 +537,6 @@ double intersectSprite(DCoreActor* actor, const DVector3& start, const DVector3&
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auto sprwidth = tex->GetDisplayWidth() * actor->spr.scale.X * 0.5;
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auto point = start + direction * factor;
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if (actor->time == 283)
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{
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int a = 0;
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}
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// Using proper distance here, Build originally used the sum of x- and y-distance
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if ((point.XY() - actor->spr.pos.XY()).LengthSquared() > sprwidth * sprwidth * 0.5) return -1; // too far away
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