float closestdist = std::numeric_limits<float>::max();
for(int i=1; i<numplayers; i++){
- float distance = findDistancefast(&player[i].coords, &player[0].coords);
+ float distance = distsq(&player[i].coords, &player[0].coords);
if(distance < closestdist){
closestdist = distance;
closest = i;
float closestdist = std::numeric_limits<float>::max();
for(int i=0; i<objects.numobjects; i++){
- float distance = findDistancefast(&objects.position[i], &player[0].coords);
+ float distance = distsq(&objects.position[i], &player[0].coords);
if(distance < closestdist){
closestdist = distance;
closest = i;
float tempdist;
//~ int whichclosest;
for(int i=0;i<objects.numobjects;i++){
- tempdist=findDistancefast(&objects.center,&objects.position[i]);
+ tempdist=distsq(&objects.center,&objects.position[i]);
if(tempdist>maxdistance){
//~ whichclosest=i;
maxdistance=tempdist;
float closestdist = std::numeric_limits<float>::max();
for(int i=1; i<numplayers; i++){
- float distance = findDistancefast(&player[i].coords, &player[0].coords);
+ float distance = distsq(&player[i].coords, &player[0].coords);
if(!player[i].headless)
if(distance < closestdist){
closestdist = distance;
XYZ flatfacing2,flatvelocity2;
XYZ blah;
- if(closest!=-1 && findDistancefast(&player[closest].coords, &player[0].coords)<144){
+ if(closest!=-1 && distsq(&player[closest].coords, &player[0].coords)<144){
blah = player[closest].coords;
XYZ headspurtdirection;
//int i = player[closest].skeleton.jointlabels[head];
int closest=findClosestPlayer();
XYZ flatfacing2,flatvelocity2;
XYZ blah;
- if(closest>=0 && findDistancefast(&player[closest].coords,&player[0].coords)<144){
+ if(closest>=0 && distsq(&player[closest].coords,&player[0].coords)<144){
blah=player[closest].coords;
emit_sound_at(splattersound, blah);
emit_sound_at(breaksound2, blah);
XYZ temppos;
for(int j=0;j<numplayers; j++){
if(j!=closest){
- if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
- player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
+ if(distsq(&player[j].coords,&player[closest].coords)<25){
+ player[j].DoDamage((25-distsq(&player[j].coords,&player[closest].coords))*60);
if(player[j].skeleton.free==2)
player[j].skeleton.free=1;
player[j].skeleton.longdead=0;
player[j].RagDoll(0);
for(int i=0;i<player[j].skeleton.num_joints; i++){
temppos=player[j].skeleton.joints[i].position+player[j].coords;
- if(findDistancefast(&temppos,&player[closest].coords)<25){
+ if(distsq(&temppos,&player[closest].coords)<25){
flatvelocity2=temppos-player[closest].coords;
Normalise(&flatvelocity2);
- player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
+ player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-distsq(&temppos,&player[closest].coords))*20);
}
}
}
connected=0;
if(numpathpoints>1)
for(int i=0;i<numpathpoints;i++){
- if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
+ if(distsq(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
alreadyconnected=0;
for(int j=0;j<numpathpointconnect[pathpointselected];j++){
if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
player[k].aitype==playercontrolled)&&
(player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
- if( findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
- findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
+ if( distsq(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
+ distsqflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
//TODO: refactor two huge similar ifs
if(player[i].targetanimation==jumpupanim&&
player[k].targetanimation!=getupfrombackanim&&
player[k].yaw=stepTowardf(player[k].yaw, player[k].targetyaw, multiplier*player[k].turnspeed*4);
}
- /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
+ /*if(player[k].aitype!=passivetype||(distsq(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
player[k].DoStuff();
if(player[k].immobile&&k!=0)
player[k].coords=player[k].realoldcoords;
//if player's position has changed (?)
- if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
+ if(distsq(&player[k].coords,&player[k].realoldcoords)>0&&
!player[k].skeleton.free&&
player[k].targetanimation!=climbanim&&
player[k].targetanimation!=hanganim){
player[i].targetanimation==knifeslashstartanim||
player[i].targetanimation==staffhitanim||
player[i].targetanimation==staffspinhitanim)
- if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
+ if(distsq(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
player[k].setAnimation(dodgebackanim);
player[k].targetyaw=roughDirectionTo(player[k].coords,player[i].coords);
player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
if(!player[k].hasvictim)
if(animation[player[k].targetanimation].attack!=reversal){
//choose an attack
- const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+ const float distance=distsq(&player[k].coords,&player[i].coords);
if(distance<4.5&&
!player[i].skeleton.free&&
player[i].howactive<typedead1&&
if(i==k)continue;
if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
animation[player[k].targetanimation].attack==neutral){
- const float distance=findDistancefast(&player[k].coords,&player[i].coords);
+ const float distance=distsq(&player[k].coords,&player[i].coords);
if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
if(player[i].skeleton.free)
if(distance<3.5*sq(player[k].scale*5)&&
if(i==k||!(i==0||k==0))continue;
if(!player[i].skeleton.free){
if(player[k].hasvictim){
- if(findDistancefast(&player[k].coords,&player[i].coords)<
- findDistancefast(&player[k].coords,&player[k].victim->coords))
+ if(distsq(&player[k].coords,&player[i].coords)<
+ distsq(&player[k].coords,&player[k].victim->coords))
player[k].victim=&player[i];
}else{
player[k].victim=&player[i];
player[k].isRun()&&
player[k].wasRun()&&
((player[k].hasvictim&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
- findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
+ distsq(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
+ distsq(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
!player[k].victim->skeleton.free&&
player[k].victim->targetanimation!=getupfrombackanim&&
player[k].victim->targetanimation!=getupfromfrontanim&&
if(player[i].coords.z>player[k].coords.z-3)
if(player[i].coords.z<player[k].coords.z+3){
//spread fire from player to player
- if(findDistancefast(&player[i].coords,&player[k].coords)
+ if(distsq(&player[i].coords,&player[k].coords)
<3*sq((player[i].scale+player[k].scale)*2.5)){
if(player[i].onfire||player[k].onfire){
if(!player[i].onfire)player[i].CatchFire();
if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
collisionradius=3;
if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
- (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
- findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
+ (distsq(&tempcoords1,&tempcoords2)<collisionradius||
+ distsq(&player[i].coords,&player[k].coords)<collisionradius)){
//jump down on a dead body
if(k==0||i==0){
int l=i?i:k;
player[l].dead&&
player[0].lastcollide<=0&&
fabs(player[l].coords.y-player[0].coords.y)<.2&&
- findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
+ distsq(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
player[0].coords.y=player[l].coords.y;
player[l].velocity=player[0].velocity;
player[l].skeleton.free=0;
animation[player[k].targetanimation].attack==normalattack)){
//If bumped
if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
- if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
+ if(distsq(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
rotatetarget=player[k].coords-player[i].coords;
Normalise(&rotatetarget);
player[k].coords=(player[k].coords+player[i].coords)/2;
player[i].stunned=1;
player[i].pause=0;
- if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
+ if(distsqflat(&player[0].coords,&player[i].coords)<30&&
player[0].coords.y>player[i].coords.y+2&&
!player[0].onterrain)
player[i].pause=1;
closest=-1;
closestdistance=-1;
for(int j=0;j<numpathpoints;j++)
- if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
- closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
+ if(closest==-1||distsq(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
+ closestdistance=distsq(&player[i].finalfinaltarget,&pathpoint[j]);
closest=j;
player[i].finaltarget=pathpoint[j];
}
if(player[i].lastpathfindpoint==-1){
for(int j=0;j<numpathpoints;j++){
if(j!=player[i].lastpathfindpoint)
- if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
- closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
+ if(closest==-1||(distsq(&player[i].coords,&pathpoint[j])<closestdistance)){
+ closestdistance=distsq(&player[i].coords,&pathpoint[j]);
closest=j;
}
}
player[i].lookyaw=player[i].targetyaw;
//reached target point
- if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
+ if(distsqflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
player[i].targetpathfindpoint=-1;
}
- if( findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
- findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
+ if( distsqflat(&player[i].coords,&player[i].finalfinaltarget)<
+ distsqflat(&player[i].coords,&player[i].finaltarget)||
+ distsqflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
player[i].aitype=passivetype;
}
if((tutoriallevel!=1||cananger)&&
hostile&&
!player[0].dead&&
- findDistancefast(&player[i].coords,&player[0].coords)<400&&
+ distsq(&player[i].coords,&player[0].coords)<400&&
player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
+ if(distsq(&player[i].coords,&player[0].coords)<12&&
animation[player[0].targetanimation].height!=lowheight&&
!editorenabled&&
(player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
player[i].aitype=attacktypecutoff;
- if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
+ if(distsq(&player[i].coords,&player[0].coords)<30&&
animation[player[0].targetanimation].height==highheight&&
!editorenabled)
player[i].aitype=attacktypecutoff;
for(int j=0;j<numplayers;j++)
if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
- if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+ if(distsq(&player[i].coords,&player[j].coords)<400)
if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
if(!player[j].isWallJump()&&-1==checkcollide(
player[i].lookyaw=player[i].targetyaw;
player[i].aiupdatedelay=.05;
- if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
+ if(distsqflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
if(player[i].waypointtype[player[i].waypoint]==wppause)
player[i].pausetime=4;
player[i].waypoint++;
float leftdist,rightdist;
leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+ leftdist = distsq(&leftpos, &player[i].avoidwhere);
+ rightdist = distsq(&rightpos, &player[i].avoidwhere);
if(leftdist<rightdist)
player[i].targetyaw+=90;
else
if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
for(int j=0;j<numenvsounds;j++){
float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
- if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
+ if(vol>0&&distsq(&player[i].coords,&envsound[j])<
2*(vol+vol*(player[i].creature==rabbittype)*3))
player[i].aitype=attacktypecutoff;
}
if(player[i].howactive<typesleeping&&
((tutoriallevel!=1||cananger)&&hostile)&&
!player[0].dead&&
- findDistancefast(&player[i].coords,&player[0].coords)<400&&
+ distsq(&player[i].coords,&player[0].coords)<400&&
player[i].occluded<25){
- if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
+ if(distsq(&player[i].coords,&player[0].coords)<12&&
animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
player[i].aitype=attacktypecutoff;
- if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
+ if(distsq(&player[i].coords,&player[0].coords)<30&&
animation[player[0].targetanimation].height==highheight&&!editorenabled)
player[i].aitype=attacktypecutoff;
windsmell=windvector;
Normalise(&windsmell);
windsmell=windsmell*2+player[j].coords;
- if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
+ if(distsq(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
player[i].aitype=attacktypecutoff;
}
}
for(int j=0;j<numplayers;j++){
if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
- if(findDistancefast(&player[i].coords,&player[j].coords)<400)
+ if(distsq(&player[i].coords,&player[j].coords)<400)
if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
if((-1==checkcollide(
DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*
player[i].aiupdatedelay=.05;
player[i].forwardkeydown=1;
- if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
+ if(distsqflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
player[i].forwardkeydown=0;
player[i].aiupdatedelay=1;
player[i].lastseen.x+=(float(Random()%100)-50)/25;
float leftdist,rightdist;
leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+ leftdist = distsq(&leftpos, &player[i].avoidwhere);
+ rightdist = distsq(&rightpos, &player[i].avoidwhere);
if(leftdist<rightdist)player[i].targetyaw+=90;
else player[i].targetyaw-=90;
}
if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
for(int k=0;k<numenvsounds;k++){
- if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
+ if(distsq(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
player[i].aitype=attacktypecutoff;
}
}
player[i].occluded<2&&
((tutoriallevel!=1||cananger)&&hostile)){
player[i].losupdatedelay=.2;
- if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
+ if(distsq(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
player[i].aitype=attacktypecutoff;
player[i].lastseentime=1;
}
if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
//TODO: factor out canSeePlayer()
- if(findDistancefast(&player[i].coords,&player[0].coords)<400)
+ if(distsq(&player[i].coords,&player[0].coords)<400)
if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
if((checkcollide(
DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*
player[k].howactive<typedead1&&
!player[k].skeleton.free&&
player[k].aitype==passivetype) {
- float distance=findDistancefast(&player[i].coords,&player[k].coords);
+ float distance=distsq(&player[i].coords,&player[k].coords);
if(closestdist==-1||distance<closestdist) {
closestdist=distance;
closest=k;
player[i].aiupdatedelay=.05;
player[i].forwardkeydown=1;
- if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
+ if(distsqflat(&player[i].coords,&player[player[i].ally].coords)<3){
player[i].aitype=searchtype;
player[i].lastseentime=12;
player[player[i].ally].aitype=searchtype;
float leftdist,rightdist;
leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+ leftdist = distsq(&leftpos, &player[i].avoidwhere);
+ rightdist = distsq(&rightpos, &player[i].avoidwhere);
if(leftdist<rightdist)
player[i].targetyaw+=90;
else
float closestdist=-1;
for(int k=0;k<weapons.size();k++)
if(weapons[k].owner==-1){
- float distance=findDistancefast(&player[i].coords,&weapons[k].position);
+ float distance=distsq(&player[i].coords,&weapons[k].position);
if(closestdist==-1||distance<closestdist){
closestdist=distance;
closest=k;
if(!player[0].dead)
if(player[i].ally>=0){
if(weapons[player[i].ally].owner!=-1||
- findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
+ distsq(&player[i].coords,&weapons[player[i].ally].position)>16){
player[i].aitype=attacktypecutoff;
player[i].lastseentime=1;
}
float leftdist,rightdist;
leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
- leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
- rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
+ leftdist = distsq(&leftpos, &player[i].avoidwhere);
+ rightdist = distsq(&rightpos, &player[i].avoidwhere);
if(leftdist<rightdist)
player[i].targetyaw+=90;
else
!player[0].skeleton.free&&
player[0].targetanimation!=walljumprightkickanim&&
player[0].targetanimation!=walljumpleftkickanim){
- if(findDistancefast(&player[0].coords,&player[i].coords)<25)
+ if(distsq(&player[0].coords,&player[i].coords)<25)
if((1-player[i].damage/player[i].damagetolerance)>.5)
player[i].stunned=1;
}
weapons[i].velocity.x==0&&
weapons[i].velocity.z==0&&
weapons[i].velocity.y==0){
- if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
+ if(distsq(&player[i].coords,&weapons[k].position)<16) {
player[i].wentforweapon++;
player[i].lastchecktime=6;
player[i].aitype=getweapontype;
//chase player
XYZ rotatetarget=player[0].coords+player[0].velocity;
XYZ targetpoint=player[0].coords;
- if(findDistancefast(&player[0].coords,&player[i].coords)<
- findDistancefast(&rotatetarget,&player[i].coords))
+ if(distsq(&player[0].coords,&player[i].coords)<
+ distsq(&rotatetarget,&player[i].coords))
targetpoint+=player[0].velocity*
findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
player[i].targetyaw=roughDirectionTo(player[i].coords,targetpoint);
player[i].lookyaw=player[i].targetyaw;
player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
- if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
+ if(distsq(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
player[i].forwardkeydown=1;
- else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
- findDistancefast(&player[i].coords,&player[0].coords)<9)&&
+ else if((distsq(&player[i].coords,&player[0].coords)>16||
+ distsq(&player[i].coords,&player[0].coords)<9)&&
player[0].weaponactive!=-1)
player[i].forwardkeydown=1;
else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
player[i].attackkeydown=1;
else
player[i].attackkeydown=0;
- if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
+ if(player[i].isRun()&&Random()%6&&distsq(&player[i].coords,&player[0].coords)>7)
player[i].attackkeydown=0;
//TODO: wat
player[i].weaponactive!=-1||
player[j].targetanimation==staffhitanim||
player[j].targetanimation==staffspinhitanim))
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
+ if(distsq(&player[j].coords,&player[j].victim->coords)<4&&
player[j].victim==&player[i]&&
(player[j].targetanimation==sweepanim||
player[j].targetanimation==spinkickanim||
player[j].targetanimation==wolfslapanim||
player[j].targetanimation==knifeslashstartanim||
player[j].targetanimation==swordslashanim&&
- (findDistancefast(&player[j].coords,&player[i].coords)<2||
+ (distsq(&player[j].coords,&player[i].coords)<2||
player[i].weaponactive!=-1))){
if(target>=0)
target=-1;
if(player[i].collided<1)
player[i].jumpkeydown=0;
if(player[i].collided>.8&&player[i].jumppower>=5||
- findDistancefast(&player[i].coords,&player[0].coords)>400&&
+ distsq(&player[i].coords,&player[0].coords)>400&&
player[i].onterrain&&
player[i].creature==rabbittype)
player[i].jumpkeydown=1;
if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
player[0].jumpkeydown=0;
if(player[0].targetanimation==jumpdownanim&&
- findDistancefast(&player[0].coords,&player[i].coords)<40)
+ distsq(&player[0].coords,&player[i].coords)<40)
player[i].crouchkeydown=1;
if(player[i].jumpkeydown)
player[i].attackkeydown=0;
realdialoguetype>0&&
(dialoguegonethrough[i]==0||!special)&&
(special||Input::isKeyPressed(attackkey))){
- if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
+ if(distsq(&player[0].coords,&player[realdialoguetype].coords)<6||
player[realdialoguetype].howactive>=typedead1||
dialoguetype[i]>40&&dialoguetype[i]<50){
whichdialogue=i;
//avoid flaming things
for(int j=0;j<objects.numobjects;j++)
if(objects.onfire[j])
- if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
- if( findDistancefast(&player[i].coords,&objects.position[j])<
- findDistancefast(&player[i].coords,&player[0].coords)){
+ if(distsq(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
+ if( distsq(&player[i].coords,&objects.position[j])<
+ distsq(&player[i].coords,&player[0].coords)){
player[i].collided=0;
player[i].avoidcollided=1;
if(player[i].avoidsomething==0||
- findDistancefast(&player[i].coords,&objects.position[j])<
- findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+ distsq(&player[i].coords,&objects.position[j])<
+ distsq(&player[i].coords,&player[i].avoidwhere)){
player[i].avoidwhere=objects.position[j];
player[i].avoidsomething=1;
}
//avoid flaming players
for(int j=0;j<numplayers;j++)
if(player[j].onfire)
- if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
- if( findDistancefast(&player[i].coords,&player[j].coords)<
- findDistancefast(&player[i].coords,&player[0].coords)){
+ if(distsq(&player[j].coords,&player[i].coords)<sq(0.3)*200)
+ if( distsq(&player[i].coords,&player[j].coords)<
+ distsq(&player[i].coords,&player[0].coords)){
player[i].collided=0;
player[i].avoidcollided=1;
if(player[i].avoidsomething==0||
- findDistancefast(&player[i].coords,&player[j].coords)<
- findDistancefast(&player[i].coords,&player[i].avoidwhere)){
+ distsq(&player[i].coords,&player[j].coords)<
+ distsq(&player[i].coords,&player[i].avoidwhere)){
player[i].avoidwhere=player[j].coords;
player[i].avoidsomething=1;
}
player[i].aitype==playercontrolled)&&
weapons[j].owner==-1&&
player[i].weaponactive==-1)
- if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
- if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
+ if(distsqflat(&player[i].coords,&weapons[j].position)<2){
+ if(distsq(&player[i].coords,&weapons[j].position)<2){
if(player[i].isCrouch()||
player[i].targetanimation==sneakanim||
player[i].isRun()||
weapons[j].owner==-1||
player[i].victim&&
weapons[j].owner==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
- if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
+ if(distsqflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
+ if(distsq(&player[i].coords,&weapons[j].position)<1||player[i].victim){
if(weapons[j].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
}else if((player[i].isIdle()||
player[i].isFlip()||
player[i].aitype!=playercontrolled)&&
- findDistancefast(&player[i].coords,&weapons[j].position)<5&&
+ distsq(&player[i].coords,&weapons[j].position)<5&&
player[i].coords.y<weapons[j].position.y){
if(!player[i].isFlip()){
player[i].throwtogglekeydown=1;
weapons[k].owner==-1||
player[i].victim&&
weapons[k].owner==player[i].victim->id)
- if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
+ if(distsqflat(&player[i].coords,&weapons[k].position)<3&&
player[i].weaponactive==-1){
if(weapons[k].getType()!=staff)
emit_sound_at(knifedrawsound, player[i].coords, 128.);
if(j!=i)
if(player[j].num_weapons&&
player[j].skeleton.free&&
- findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
+ distsq(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
(((player[j].skeleton.forward.y<0&&
player[j].weaponstuckwhere==0)||
(player[j].skeleton.forward.y>0&&
if(tutoriallevel!=1||tutorialstage==49)
if(hostile)
if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
- findDistancefast(&player[i].coords,&player[j].coords)<100&&
- findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
+ distsq(&player[i].coords,&player[j].coords)<100&&
+ distsq(&player[i].coords,&player[j].coords)>1.5&&
!player[j].skeleton.free&&
-1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].yaw,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].yaw,0)*player[i].scale+player[i].coords)){
if(!player[i].isFlip()){
if(numplayers>1)
for(int j=0;j<numplayers;j++)
if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
- if(findDistancefast(&player[j].coords,&player[i].coords)<16)
+ if(distsq(&player[j].coords,&player[i].coords)<16)
player[i].superruntoggle=0;
}
if(numplayers>1)
for(int j=0;j<numplayers;j++){
if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+ if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
player[j].victim==&player[i]&&
(player[j].targetanimation==sweepanim||
player[j].targetanimation==upunchanim||
player[j].targetanimation==knifeslashstartanim||
player[j].targetanimation==staffhitanim||
player[j].targetanimation==staffspinhitanim)&&
- findDistancefast(&player[j].coords,&player[i].coords)<2))){
+ distsq(&player[j].coords,&player[i].coords)<2))){
if(target>=0)
target=-1;
else
!player[j].skeleton.free&&
player[j].victim&&
player[i].highreversaldelay<=0){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+ if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
player[j].victim==&player[i]&&
(player[j].targetanimation==spinkickanim)&&
player[i].isCrouch()){
if(numplayers>1)
for(int j=0;j<numplayers;j++){
if(j!=i&&!player[j].skeleton.free&&player[j].victim){
- if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
+ if(distsq(&player[j].coords,&player[j].victim->coords)<3&&
player[j].victim==&player[i]&&
(player[j].targetanimation==sweepanim)){
if(target>=0)target=-1;
oldtemp=temp;
oldtemp2=temp2;
if(tutorialstage>=51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+ if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){
OPENAL_StopSound(OPENAL_ALL); // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
OPENAL_SetFrequency(OPENAL_ALL, 0.001);
flash();
}
if(tutorialstage<51)
- if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+ if(distsq(&temp,&player[0].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[0].coords)<4){
emit_sound_at(fireendsound, player[0].coords);
player[0].coords=(oldtemp+oldtemp2)/2;
flash();
}
if(tutorialstage>=14&&tutorialstage<50)
- if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
+ if(distsq(&temp,&player[1].coords)>=distsq(&temp,&temp2)-1||distsq(&temp3,&player[1].coords)<4){
emit_sound_at(fireendsound, player[1].coords);
for(int i=0;i<player[1].skeleton.num_joints;i++){
winhotspot=false;
for(int i=0;i<numhotspots;i++)
if(hotspottype[i]==-1)
- if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
+ if(distsq(&player[0].coords,&hotspot[i])<hotspotsize[i])
winhotspot=true;
int numalarmed=0;