Simplify mapdist()
It became needlessly complicated in 4.0.1 to fix a "bug in mapdist not taking world edges into account nicely enough." That "fix" had no effect, which was good, because it wasn't broken.
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@ -70,10 +70,6 @@ mapdist(int x1, int y1, int x2, int y2)
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{
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{
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int dx, dy;
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int dx, dy;
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x1 = x1 % WORLD_X;
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y1 = y1 % WORLD_Y;
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x2 = x2 % WORLD_X;
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y2 = y2 % WORLD_Y;
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dx = deltax(x1, x2);
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dx = deltax(x1, x2);
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dy = deltay(y1, y2);
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dy = deltay(y1, y2);
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if (dx > dy)
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if (dx > dy)
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