From 7e41d81c9efb0c77151c731614f53eb4a4cb06c0 Mon Sep 17 00:00:00 2001 From: Dave Corley Date: Mon, 13 Oct 2025 20:18:31 +0000 Subject: [PATCH] Always use squared distance in types.Actor.isInActorsProcessingRange --- apps/openmw/mwlua/types/actor.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/apps/openmw/mwlua/types/actor.cpp b/apps/openmw/mwlua/types/actor.cpp index 839f57e621..2c3bbd2409 100644 --- a/apps/openmw/mwlua/types/actor.cpp +++ b/apps/openmw/mwlua/types/actor.cpp @@ -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) {