3 protected float m_MaximalActionDistanceSq;
7 m_MaximalActionDistanceSq = maximal_target_distance * maximal_target_distance;
12 if( !target || (target && target.GetObject()) )
18 vector hit_pos = target.GetCursorHitPos();
19 if (hit_pos ==
vector.Zero)
22 return (
vector.DistanceSq(hit_pos, player.GetPosition()) <= m_MaximalActionDistanceSq );