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	Optimize getting active objects a bit. #8674
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		@@ -91,15 +91,16 @@ void ActiveObjectMgr::removeObject(u16 id)
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void ActiveObjectMgr::getActiveObjects(const v3f &origin, f32 max_d,
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		std::vector<DistanceSortedActiveObject> &dest)
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{
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	f32 max_d2 = max_d * max_d;
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	for (auto &ao_it : m_active_objects) {
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		ClientActiveObject *obj = ao_it.second;
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		f32 d = (obj->getPosition() - origin).getLength();
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		f32 d2 = (obj->getPosition() - origin).getLengthSQ();
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		if (d > max_d)
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		if (d2 > max_d2)
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			continue;
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		dest.emplace_back(obj, d);
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		dest.emplace_back(obj, d2);
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	}
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}
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@@ -90,10 +90,10 @@ private:
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	static std::unordered_map<u16, Factory> m_types;
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};
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struct DistanceSortedActiveObject
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class DistanceSortedActiveObject
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{
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public:
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	ClientActiveObject *obj;
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	f32 d;
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	DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
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	{
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@@ -105,4 +105,7 @@ struct DistanceSortedActiveObject
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	{
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		return d < other.d;
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	}
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private:
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	f32 d;
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};
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@@ -115,11 +115,12 @@ void ActiveObjectMgr::removeObject(u16 id)
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void ActiveObjectMgr::getObjectsInsideRadius(
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		const v3f &pos, float radius, std::vector<u16> &result)
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{
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	float r2 = radius * radius;
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	for (auto &activeObject : m_active_objects) {
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		ServerActiveObject *obj = activeObject.second;
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		u16 id = activeObject.first;
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		const v3f &objectpos = obj->getBasePosition();
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		if (objectpos.getDistanceFrom(pos) > radius)
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		if (objectpos.getDistanceFromSQ(pos) > r2)
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			continue;
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		result.push_back(id);
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	}
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