That is just how I did... first the collisions are cheked using $inrect, and after using $inroundrect to precise the collision angle. But too often a lot of balls are next ones to others and $inroundrect is neccesary a lot of times by second.
And I have the same problem, if I replace $inroundrect with aliases and the result is not exactly the same, then the game will be incompatible with the previous script versions. So I can't modify the $inroundrect or replace it with aliases, the only solution is that $inroundrect works like in mIRC 6.2.