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https://github.com/FWGS/xash3d-fwgs
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engine: server: explicitly cast literals to floats
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edf3fcd398
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531c6cc375
@ -581,7 +581,6 @@ qboolean SV_RunGameFrame( void )
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{
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double fps = (1.0 / (double)( sv_fps.value - 0.01 )); // FP issues
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int numFrames = 0;
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static double oldtime;
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while( sv.time_residual >= fps )
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{
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@ -243,7 +243,7 @@ float SV_VecToYaw( const vec3_t src )
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}
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else
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{
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yaw = (int)( atan2( src[1], src[0] ) * 180.0f / M_PI );
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yaw = (int)( atan2( src[1], src[0] ) * 180.0f / M_PI_F );
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if( yaw < 0 ) yaw += 360.0f;
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}
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return yaw;
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@ -570,4 +570,4 @@ void SV_MoveToOrigin( edict_t *ent, const vec3_t pflGoal, float dist, int iMoveT
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SV_FlyDirection( ent, vecDist );
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}
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}
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}
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}
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@ -373,7 +373,7 @@ float SV_RecursiveWaterLevel( vec3_t origin, float out, float in, int count )
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vec3_t point;
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float offset;
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offset = ((out - in) * 0.5) + in;
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offset = ((out - in) * 0.5f) + in;
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if( ++count > 5 ) return offset;
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VectorSet( point, origin[0], origin[1], origin[2] + offset );
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@ -1375,7 +1375,7 @@ void SV_CheckWaterTransition( edict_t *ent )
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{
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// just crossed into water
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SV_StartSound( ent, CHAN_AUTO, "player/pl_wade1.wav", 1.0f, ATTN_NORM, 0, 100 );
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ent->v.velocity[2] *= 0.5;
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ent->v.velocity[2] *= 0.5f;
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}
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ent->v.watertype = cont;
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