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Get rid of warnings (#88)
* Get rid of warnings -macro expansion producing 'defined' has undefined behaviour -conversion from 'int' to 'float', possible loss of data * Get rid of errors -conversion from 'int' to 'float', possible loss of data
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@ -1,4 +1,4 @@
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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@ -203,8 +203,9 @@ private:
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};
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#define USE_M64S ( ( !defined( _X360 ) ) && ( ! defined( _LINUX) ) )
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#if ( ( !defined( _X360 ) ) && ( ! defined( _LINUX) ) )
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#define USE_M64S 1
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#endif
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@ -516,9 +517,9 @@ inline void Vector::Init( vec_t ix, vec_t iy, vec_t iz )
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inline void Vector::Random( vec_t minVal, vec_t maxVal )
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{
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x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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z = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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x = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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z = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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CHECK_VALID(*this);
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}
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@ -1852,9 +1853,9 @@ inline void QAngle::Init( vec_t ix, vec_t iy, vec_t iz )
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inline void QAngle::Random( vec_t minVal, vec_t maxVal )
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{
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x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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z = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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x = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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z = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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CHECK_VALID(*this);
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}
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@ -1,4 +1,4 @@
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@ -239,8 +239,8 @@ inline void Vector2D::Init( vec_t ix, vec_t iy )
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inline void Vector2D::Random( float minVal, float maxVal )
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{
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x = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / RAND_MAX) * (maxVal - minVal);
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x = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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y = minVal + ((float)rand() / (float)RAND_MAX) * (maxVal - minVal);
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}
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inline void Vector2DClear( Vector2D& a )
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