isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
#include "quacrc32.h"
#include "zlib.h"
QuaCrc32::QuaCrc32()
{
reset();
}
quint32 QuaCrc32::calculate(const QByteArray &data)
{
return crc32( crc32(0L, Z_NULL, 0), (const Bytef*)data.data(), data.size() );
}
void QuaCrc32::reset()
{
checksum = crc32(0L, Z_NULL, 0);
}
void QuaCrc32::update(const QByteArray &buf)
{
checksum = crc32( checksum, (const Bytef*)buf.data(), buf.size() );
}
quint32 QuaCrc32::value()
{
return checksum;
}