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Corrected some warnings
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@@ -222,16 +222,16 @@ RMDEF Vector3 VectorPerpendicular(Vector3 v)
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{
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Vector3 result;
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float min = fabs(v.x);
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float min = fabsf(v.x);
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Vector3 cardinalAxis = {1.0f, 0.0f, 0.0f};
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if (fabs(v.y) < min)
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if (fabsf(v.y) < min)
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{
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min = fabs(v.y);
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min = fabsf(v.y);
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cardinalAxis = (Vector3){0.0f, 1.0f, 0.0f};
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}
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if(fabs(v.z) < min)
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if(fabsf(v.z) < min)
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{
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cardinalAxis = (Vector3){0.0f, 0.0f, 1.0f};
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}
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@@ -256,7 +256,7 @@ RMDEF float VectorLength(const Vector3 v)
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{
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float length;
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length = sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
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length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
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return length;
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}
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@@ -284,7 +284,7 @@ RMDEF void VectorNormalize(Vector3 *v)
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length = VectorLength(*v);
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if (length == 0) length = 1.0f;
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if (length == 0.0f) length = 1.0f;
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ilength = 1.0f/length;
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@@ -302,7 +302,7 @@ RMDEF float VectorDistance(Vector3 v1, Vector3 v2)
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float dy = v2.y - v1.y;
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float dz = v2.z - v1.z;
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result = sqrt(dx*dx + dy*dy + dz*dz);
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result = sqrtf(dx*dx + dy*dy + dz*dz);
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return result;
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}
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@@ -590,7 +590,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
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float x = axis.x, y = axis.y, z = axis.z;
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float length = sqrt(x*x + y*y + z*z);
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float length = sqrtf(x*x + y*y + z*z);
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if ((length != 1.0f) && (length != 0.0f))
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{
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