Skip sqrt in check_vector_to_sphere_1
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@ -444,7 +444,7 @@ static vm_distance_squared check_vector_to_sphere_1(vms_vector &intp,const vms_v
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if (int_dist > mag_d || int_dist < 0) //past one or the other end of vector, which means we're inside
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{
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//past one or the other end of vector, which means we're inside? WRONG! Either you're inside OR you didn't quite make it!
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if(vm_vec_dist(p0, sphere_pos) < sphere_rad)
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if (vm_vec_dist2(p0, sphere_pos) < sphere_rad_squared)
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{
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intp = p0; //don't move at all
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return vm_distance_squared{1}; // note that we do not calculate a valid collision point. This is up to collision handling.
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