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[saco] Implement and match SquaredDistanceBetweenPoints(...)
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@ -1552,6 +1552,32 @@ float __stdcall DistanceBetweenPoints(float x1, float y1, float z1, float x2, fl
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//----------------------------------------------------
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float __stdcall SquaredDistanceBetweenPoints(float x1, float y1, float z1, float x2, float y2, float z2)
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{
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float fSX,fSY,fSZ;
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fSX = (x1 - x2) * (x1 - x2);
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fSY = (y1 - y2) * (y1 - y2);
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fSZ = (z1 - z2) * (z1 - z2);
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return fSX + fSY + fSZ;
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}
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//----------------------------------------------------
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float __stdcall SquaredDistanceBetweenPoints(VECTOR *vec1, VECTOR *vec2)
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{
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float fDX,fDY,fDZ;
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fDZ = vec1->Z - vec2->Z;
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fDY = vec1->Y - vec2->Y;
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fDX = vec1->X - vec2->X;
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return (fDX * fDX) + (fDY * fDY) + (fDZ * fDZ);
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}
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//----------------------------------------------------
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float DegToRad(float fDegrees)
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{
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if (fDegrees > 360.0f || fDegrees < 0.0f) return 0.0f;
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@ -34,6 +34,8 @@ BYTE __stdcall FindPlayerNumFromPedPtr(DWORD dwPedPtr);
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float __stdcall SquaredDistanceBetweenHorizontalPoints(float x1, float y1, float x2, float y2);
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float DistanceBetweenHorizontalPoints(float x1, float y1, float x2, float y2);
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float DistanceBetweenPoints(float x1, float y1, float z1, float x2, float y2, float z2);
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float __stdcall SquaredDistanceBetweenPoints(float x1, float y1, float z1, float x2, float y2, float z2);
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float __stdcall SquaredDistanceBetweenPoints(VECTOR *vec1, VECTOR *vec2);
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void GameResetRadarColors();
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