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refactor(Core/Misc): sqrt/log/exp() to std::sqrt/log/exp() (#9792)
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@@ -2088,7 +2088,7 @@ bool GameObject::IsInRange(float x, float y, float z, float radius) const
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float dx = x - GetPositionX();
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float dy = y - GetPositionY();
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float dz = z - GetPositionZ();
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float dist = sqrt(dx * dx + dy * dy);
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float dist = std::sqrt(dx * dx + dy * dy);
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//! Check if the distance between the 2 objects is 0, can happen if both objects are on the same position.
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//! The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite
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if (G3D::fuzzyEq(dist, 0.0f))
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