size_t LocationManager::FindLocationsInSector(iEngine* engine, iSector* sector, csList<Location*> &list)
{
    size_t count = 0;
    for(size_t i=0; i<all_locations.GetSize(); i++)
    {
        Location* location = all_locations[i];

        if(location->GetSector(engine) == sector)
        {
            list.PushBack(location);
            count++;
        }
    }
    return count;
}
Location* LocationManager::FindNearestLocation(psWorld* world, csVector3 &pos, iSector* sector, float range, float* found_range)
{
    float min_range = range;

    Location* min_location = NULL;

    for(size_t i=0; i<all_locations.GetSize(); i++)
    {
        Location* location = all_locations[i];

        float dist2 = world->Distance(pos,sector,location->pos,location->GetSector(world->GetEngine()));

        if(min_range < 0 || dist2 < min_range)
        {
            min_range = dist2;
            min_location = location;
        }
    }
    if(min_location && found_range) *found_range = min_range;

    return min_location;
}