From 77feee73c36085180db713871098f1917fdf1f3d Mon Sep 17 00:00:00 2001
From: Lachlan Wright <lachsrb2@gmail.com>
Date: Sat, 27 Feb 2021 03:38:13 +0000
Subject: [PATCH] Revert "Merge branch 'player-speed' into 'next'"

This reverts merge request !1309
---
 src/p_enemy.c | 2 +-
 src/p_user.c  | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/p_enemy.c b/src/p_enemy.c
index 3e7f52a3f1..12bba0b4d5 100644
--- a/src/p_enemy.c
+++ b/src/p_enemy.c
@@ -1834,7 +1834,7 @@ void A_SnailerThink(mobj_t *actor)
 			fixed_t dist;
 			fixed_t dx, dy;
 
-			dist = R_PointToDist2(0, 0, actor->x - actor->target->x, actor->y - actor->target->y);
+			dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y);
 
 			if (an > ANGLE_45 && an <= ANGLE_90) // fire at 45 degrees to the left
 			{
diff --git a/src/p_user.c b/src/p_user.c
index a9e1fe9a20..b3b3375722 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -5924,7 +5924,7 @@ static void P_3dMovement(player_t *player)
 	player->rmomy = player->mo->momy - player->cmomy;
 
 	// Calculates player's speed based on distance-of-a-line formula
-	player->speed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
+	player->speed = P_AproxDistance(player->rmomx, player->rmomy);
 
 	// Monster Iestyn - 04-11-13
 	// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
-- 
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