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Always use squared distance in types.Actor.isInActorsProcessingRange

This commit is contained in:
Dave Corley 2025-10-13 20:18:31 +00:00 committed by Alexei Kotov
parent c75aed5175
commit 7e41d81c9e

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@ -396,8 +396,8 @@ namespace MWLua
const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
const float dist = (playerPos - target.getRefData().getPosition().asVec3()).length();
return dist <= actorsProcessingRange;
const float dist = (playerPos - target.getRefData().getPosition().asVec3()).length2();
return dist <= (actorsProcessingRange * actorsProcessingRange);
};
actor["isDead"] = [](const Object& o) {