simpler damage indicator calculation
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@@ -243,23 +243,9 @@ int damagedirections[8] = {0};
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void updatedmgindicator(vec &attack)
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{
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if(hidedamageindicator || !damageindicatorsize) return;
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float bestdist = 0.0f;
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int bestdir = -1;
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vec base_d = player1->o;
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base_d.sub(attack);
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loopi(8)
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{
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vec d = base_d;
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d.x += (float)(cosf(RAD*(player1->yaw-90+(i*45))));
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d.y += (float)(sinf(RAD*(player1->yaw-90+(i*45))));
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float dist = d.squaredlen();
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if(dist < bestdist || bestdir==-1)
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{
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bestdist = dist;
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bestdir = i;
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}
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}
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damagedirections[bestdir] = lastmillis+damageindicatortime;
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damagedirections[(int(742.5f - player1->yaw - base_d.anglexy()) / 45) & 0x7] = lastmillis + damageindicatortime;
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}
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void drawdmgindicator()
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