traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
- if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+ if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
if(vecs.x > 0)
// it slightly less likely to "hit two keys at once", so let's do this
// here too
- if(vlen(v) > 10)
+ if(vdist(v, >, 10))
{
if(v.x > fabs(v.y) * 0.5)
s |= ANIMIMPLICITSTATE_FORWARD;
if (!self.silent)
if (!trace_ent || trace_ent.solid == SOLID_BSP)
{
- if (vlen(self.velocity) > 50)
+ if(vdist(self.velocity, >, 50))
{
if (time >= self.nextthink)
{
}
if(self.damageforcescale)
- if(vlen(thisforce))
+ if(vdist(thisforce, !=, 0))
{
self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
self.move_flags &= ~FL_ONGROUND;
(m_score * _turret.target_select_missilebias) +
(p_score * _turret.target_select_playerbias);
- if(_turret.target_range < vlen(_turret.tur_shotorg - real_origin(_target)))
+ if(vdist((_turret.tur_shotorg - real_origin(_target)), >, _turret.target_range))
{
//dprint("Wtf?\n");
score *= 0.001;