rP23012 introduced logic in Attacking.EntitiesNearPoint to avoid returning GAIA entities in range. The reasoning was that an interface would speed things up, but we didn't want to return trees, and Health was "sufficient".
However, GAIA catafalques are possible and thus this breaks.
As further noted by elexis, this did two queries in case GAIA was targeted, which is inefficient.
This diff changes EntitiesNearPoint to accept an interface parameter, and returns by default all entities in range.
While this is pessimistic for attack effects, it seems doing several calls with the appropriate receiver interface would not be faster. Actual testing would be nice, however the ranges considered are always absurdly small anyways.
Indeed, EntitiesNearPoint was called with a radius of "2 times the distance between predicted target location at missile-launch and actual target-location at missile hit". This logic was introduced in the first iteration of this code at rP11886.
This does not make much sense anymore. We have splash damage to handle damaging nearby entities, so it seems instead this should simply be a small constant. Given that, the query is unlikely to return too many entities anyways, so simplifying the code seems fine.
Further, the previous code had a bug: GAIA entities would be returned twice. See tests.
EntitiesNearPoint is also used by Polar Sea Triggers with a range of 200, where it seems like performance might be an issue. Using the new interface argument, I pass IID_Health explicitly since wolves deal damage in the public mod.
This fixes concerns reported by elexis at rP23012 and by Freagarach at rP22754.