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Always use squared distance in types.Actor.isInActorsProcessingRange
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1 changed files with 2 additions and 2 deletions
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@ -396,8 +396,8 @@ namespace MWLua
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const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
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const int actorsProcessingRange = Settings::game().mActorsProcessingRange;
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const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
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const osg::Vec3f playerPos = player.getRefData().getPosition().asVec3();
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const float dist = (playerPos - target.getRefData().getPosition().asVec3()).length();
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const float dist = (playerPos - target.getRefData().getPosition().asVec3()).length2();
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return dist <= actorsProcessingRange;
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return dist <= (actorsProcessingRange * actorsProcessingRange);
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};
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};
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actor["isDead"] = [](const Object& o) {
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actor["isDead"] = [](const Object& o) {
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