if you're already doing collisions, shouldnt entitycollided just be a simple reference to an internal collision variable, while entitydistance does a small equation? If this is the case, entitycollided would be faster.
(CodeOrc, thanks for the feedback, the candles were done & rendered in 3ds, plus i did a ton of blobmesh and other stuff to it, uber laggy :D )
(CodeOrc, thanks for the feedback, the candles were done & rendered in 3ds, plus i did a ton of blobmesh and other stuff to it, uber laggy :D )