Index: src/Monster.m ================================================================== --- src/Monster.m +++ src/Monster.m @@ -270,11 +270,11 @@ if (self.targetYaw > self.yaw) self.yaw = self.targetYaw; } float disttoenemy = - OFDistanceOfVectors3D(self.origin, self.enemy.origin); + OFDistanceOfVectors3D(self.enemy.origin, self.origin); self.pitch = atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI; // special case: if we run into scenery if (self.blocked) { @@ -468,11 +468,11 @@ moveplayer(monster, 1, false); } } else { v.z += monster.eyeHeight; float dist = - OFDistanceOfVectors3D(monster.origin, v); + OFDistanceOfVectors3D(v, monster.origin); v.z -= monster.eyeHeight; if (dist < 4) teleport(i, monster); } Index: src/entities.m ================================================================== --- src/entities.m +++ src/entities.m @@ -319,11 +319,11 @@ if (OUTBORD(e.x, e.y)) return; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeHeight); - float dist = OFDistanceOfVectors3D(player1.origin, v); + float dist = OFDistanceOfVectors3D(v, player1.origin); if (dist < (e.type == TELEPORT ? 4 : 2.5)) pickup(i, player1); }]; } Index: src/renderparticles.m ================================================================== --- src/renderparticles.m +++ src/renderparticles.m @@ -148,12 +148,12 @@ } void particle_trail(int type, int fade, OFVector3D s, OFVector3D e) { - float d = OFDistanceOfVectors3D(s, e); - OFVector3D v = OFSubtractVectors3D(s, e); + float d = OFDistanceOfVectors3D(e, s); + OFVector3D v = OFSubtractVectors3D(e, s); v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f)); for (int i = 0; i < ((int)d * 2); i++) { s = OFAddVectors3D(s, v); OFVector3D d = OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5); Index: src/savegamedemo.m ================================================================== --- src/savegamedemo.m +++ src/savegamedemo.m @@ -496,11 +496,11 @@ (float)(b.lastUpdate - a.lastUpdate); fixwrap(a, player1); fixwrap(c, player1); fixwrap(z, player1); float dist = - OFDistanceOfVectors3D(z.origin, c.origin); + OFDistanceOfVectors3D(c.origin, z.origin); // if teleport or spawn, don't interpolate if (dist < 16) { catmulrom(z.origin, a.origin, b.origin, c.origin, bf, player1.origin); OFVector3D vz = OFMakeVector3D( Index: src/sound.m ================================================================== --- src/sound.m +++ src/sound.m @@ -112,12 +112,12 @@ { int vol = soundvol, pan = 255 / 2; if (loc) { OFVector3D origin = player1.origin; - float dist = OFDistanceOfVectors3D(*loc, origin); - OFVector3D v = OFSubtractVectors3D(*loc, origin); + float dist = OFDistanceOfVectors3D(origin, *loc); + OFVector3D v = OFSubtractVectors3D(origin, *loc); // simple mono distance attenuation vol -= (int)(dist * 3 * soundvol / 255); if (stereo && (v.x != 0 || v.y != 0)) { Index: src/weapon.m ================================================================== --- src/weapon.m +++ src/weapon.m @@ -71,11 +71,11 @@ // create random spread of rays for the shotgun void createrays(OFVector3D from, OFVector3D to) { - float dist = OFDistanceOfVectors3D(from, to); + float dist = OFDistanceOfVectors3D(to, from); float f = dist * SGSPREAD / 1000; for (int i = 0; i < SGRAYS; i++) #define RNDD (rnd(101) - 50) * f sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD)); } @@ -183,21 +183,20 @@ { if (o.state != CS_ALIVE) return; OFVector3D origin = o.origin; - float dist = OFDistanceOfVectors3D(v, origin); - OFVector3D temp = OFSubtractVectors3D(v, origin); + float dist = OFDistanceOfVectors3D(origin, v); + OFVector3D temp = OFSubtractVectors3D(origin, v); dist -= 2; // account for eye distance imprecision if (dist < RL_DAMRAD) { if (dist < 0) dist = 0; int damage = (int)(qdam * (1 - (dist / RL_DAMRAD))); hit(cn, damage, o, at); - temp = OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800); o.velocity = OFAddVectors3D(o.velocity, temp); } } @@ -265,18 +264,18 @@ continue; int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1); if ([p.owner isKindOfClass:Monster.class]) qdam /= MONSTERDAMAGEFACTOR; - OFVector3D po = p.o, pto = pto; - float dist = OFDistanceOfVectors3D(po, pto); - OFVector3D v = OFSubtractVectors3D(po, pto); + OFVector3D po = p.o, pto = p.to; + float dist = OFDistanceOfVectors3D(pto, po); + OFVector3D v = OFSubtractVectors3D(pto, po); float dtime = dist * 1000 / p.speed; if (time > dtime) dtime = time; v = OFMultiplyVector3D(v, time / dtime); - v = OFAddVectors3D(v, p.o); + v = OFAddVectors3D(v, po); if (p.local) { for (id player in players) if (player != [OFNull null]) projdamage(player, p, v, i, -1, qdam); @@ -348,12 +347,12 @@ void hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at, OFVector3D from, OFVector3D to) { hit(target, damage, d, at); - float dist = OFDistanceOfVectors3D(from, to); - OFVector3D v = OFSubtractVectors3D(from, to); + float dist = OFDistanceOfVectors3D(to, from); + OFVector3D v = OFSubtractVectors3D(to, from); v = OFMultiplyVector3D(v, damage / dist / 50); d.velocity = OFAddVectors3D(d.velocity, v); } void @@ -399,12 +398,12 @@ d.ammo[d.gunSelect]--; OFVector3D from = d.origin; OFVector3D to = targ; from.z -= 0.2f; // below eye - float dist = OFDistanceOfVectors3D(from, to); - OFVector3D unitv = OFSubtractVectors3D(from, to); + float dist = OFDistanceOfVectors3D(to, from); + OFVector3D unitv = OFSubtractVectors3D(to, from); unitv = OFMultiplyVector3D(unitv, 1.0f / dist); OFVector3D kickback = OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f); d.velocity = OFAddVectors3D(d.velocity, kickback); if (d.pitch < 80.0f) Index: src/world.m ================================================================== --- src/world.m +++ src/world.m @@ -296,11 +296,11 @@ [ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) { if (e.type == NOTUSED) return; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); - float dist = OFDistanceOfVectors3D(player1.origin, v); + float dist = OFDistanceOfVectors3D(v, player1.origin); if (dist < bdist) { best = i; bdist = dist; } }];