From 3ac61b98c83be079c61cf525491d2028b2a889dc Mon Sep 17 00:00:00 2001
From: Mario <mario@smbclan.net>
Date: Fri, 30 Aug 2019 03:00:11 +1000
Subject: [PATCH] Optimize vehicle impact code by only calling vlen() if damage
 would be taken

---
 qcsrc/common/vehicles/sv_vehicles.qc | 11 +++--------
 1 file changed, 3 insertions(+), 8 deletions(-)

diff --git a/qcsrc/common/vehicles/sv_vehicles.qc b/qcsrc/common/vehicles/sv_vehicles.qc
index c8e47dabc..f0877269c 100644
--- a/qcsrc/common/vehicles/sv_vehicles.qc
+++ b/qcsrc/common/vehicles/sv_vehicles.qc
@@ -777,17 +777,12 @@ void vehicles_impact(entity this, float _minspeed, float _speedfac, float _maxpa
 
 	if(this.play_time < time)
 	{
-		float wc = vlen(this.velocity - this.oldvelocity);
-		//dprint("oldvel: ", vtos(this.oldvelocity), "\n");
-		//dprint("vel: ", vtos(this.velocity), "\n");
-		if(_minspeed < wc)
+		if(vdist(this.velocity - this.oldvelocity, >, _minspeed))
 		{
+			float wc = vlen(this.velocity - this.oldvelocity);
 			float take = min(_speedfac * wc, _maxpain);
-			Damage (this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+			Damage(this, NULL, NULL, take, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
 			this.play_time = time + 0.25;
-
-			//dprint("wc: ", ftos(wc), "\n");
-			//dprint("take: ", ftos(take), "\n");
 		}
 	}
 }
-- 
2.39.5