protected double ComputeVisibilityAndDistance(VesselRelayPersistence r, Vessel v) { return r.lineOfSightTo(v) ? Vector3d.Distance(r.getVessel().transform.position, v.transform.position) : -1; }
protected double ComputeVisibilityAndDistance(VesselRelayPersistence r, Vessel v) { return(r.lineOfSightTo(v) ? Vector3d.Distance(r.getVessel().transform.position, v.transform.position) : -1); }
protected double ComputeVisibilityAndDistance(VesselRelayPersistence r, Vessel v) { return(r.lineOfSightTo(v) ? Vector3d.Distance(PluginHelper.getVesselPos(r.getVessel()), PluginHelper.getVesselPos(v)) : -1); }
protected double ComputeVisibilityAndDistance(VesselRelayPersistence r, Vessel v) { return r.lineOfSightTo(v) ? Vector3d.Distance(PluginHelper.getVesselPos(r.getVessel()), PluginHelper.getVesselPos(v)) : -1; }