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Add SQUARE macro to improve readibility for distances
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@@ -713,15 +713,15 @@ BOOL daNpc_Os_c::waitNpcAction(void*) {
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cLib_offBit<u32>(attention_info.flags, (fopAc_Attn_LOCKON_TALK_e | fopAc_Attn_ACTION_SPEAK_e));
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f32 dist = fopAcM_searchPlayerDistance2(this);
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f32 dist_sq = fopAcM_searchPlayerDistance2(this);
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if(!checkNpcCallCommand()) {
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if(dist < l_HIO.field_0x64 * l_HIO.field_0x64) {
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if(dist_sq < SQUARE(l_HIO.field_0x64)) {
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daPy_getPlayerLinkActorClass()->onNpcCallCommand();
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}
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}
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else {
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if(wakeupCheck()) {
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if(dist >= l_HIO.field_0x60 * l_HIO.field_0x60) {
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if(dist_sq >= SQUARE(l_HIO.field_0x60)) {
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setNpcAction(&daNpc_Os_c::searchNpcAction, 0);
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}
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}
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@@ -1064,16 +1064,16 @@ BOOL daNpc_Os_c::searchNpcAction(void*) {
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daPy_py_c* player = daPy_getPlayerActorClass();
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BOOL door = player->eventInfo.checkCommandDoor();
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f32 dist = fopAcM_searchPlayerDistanceXZ2(this);
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f32 dist_sq = fopAcM_searchPlayerDistanceXZ2(this);
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f32 temp;
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if (dist < l_HIO.field_0x60 * l_HIO.field_0x60) {
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if (dist_sq < SQUARE(l_HIO.field_0x60)) {
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temp = 0.0f;
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} else {
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temp = l_HIO.field_0xA8;
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}
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s16 angle, adjustedAngle;
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angle = adjustedAngle = fopAcM_searchPlayerAngleY(this);
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BOOL temp3 = routeCheck(dist, &adjustedAngle) && cLib_distanceAngleS(angle, adjustedAngle) <= 0x2000;
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BOOL temp3 = routeCheck(dist_sq, &adjustedAngle) && cLib_distanceAngleS(angle, adjustedAngle) <= 0x2000;
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if(door || !temp3 || (dComIfGp_checkPlayerStatus0(0, daPyStts0_UNK2000000_e | daPyStts0_UNK100_e | daPyStts0_UNK1_e) || player->checkAttentionLock())) {
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temp = 0.0f;
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offNpcCallCommand();
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