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Use glm::length2 instead of glm::length where possible
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@@ -1412,7 +1412,8 @@ TDynamicObject * TDynamicObject::ABuFindNearestObject(glm::vec3 pos, TTrack *Tra
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if( CouplNr == -2 ) {
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// wektor [kamera-obiekt] - poszukiwanie obiektu
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if (glm::length(glm::dvec3(pos) - dynamic->vPosition) < 10.0)
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// length2 is better than length for comparing because it does not require sqrt function
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if (glm::length2(glm::dvec3(pos) - dynamic->vPosition) < 10.0 * 10.0)
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{
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// 10 metrów
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return dynamic;
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@@ -1420,12 +1421,14 @@ TDynamicObject * TDynamicObject::ABuFindNearestObject(glm::vec3 pos, TTrack *Tra
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}
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else {
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// jeśli (CouplNr) inne niz -2, szukamy sprzęgu
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if (glm::length(glm::dvec3(pos) - dynamic->vCoulpler[0]) < 5.0) {
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// length2 is better than length for comparing because it does not require sqrt function
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if (glm::length2(glm::dvec3(pos) - dynamic->vCoulpler[0]) < 5.0 * 5.0) {
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// 5 metrów
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CouplNr = 0;
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return dynamic;
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}
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if (glm::length(glm::dvec3(pos) - dynamic->vCoulpler[1]) < 5.0) {
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// length2 is better than length for comparing because it does not require sqrt function
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if (glm::length2(glm::dvec3(pos) - dynamic->vCoulpler[1]) < 5.0 * 5.0) {
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// 5 metrów
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CouplNr = 1;
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return dynamic;
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