diff --git a/src/p_enemy.c b/src/p_enemy.c
index 7f322567e3ec3475649a9a804506e9f57dc292fe..203e04af12e58ade1431aa872b5eb5785f752e87 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 = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y);
+			dist = R_PointToDist2(0, 0, 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 0498a80ef80893fff23e3e5ccb4fad57c17bbd54..2dcc21009079702dcb92d9fb031c58bdadf44130 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 = P_AproxDistance(player->rmomx, player->rmomy);
+	player->speed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
 
 	// Monster Iestyn - 04-11-13
 	// Quadrants are stupid, excessive and broken, let's do this a much simpler way!