Use float functions on float variables.
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@ -801,8 +801,8 @@ void moveAndSeparate(object *theEnemy)
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theEnemy->dy -= 0.02;
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}
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theEnemy->x -= (sin(theEnemy->dx) * 4);
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theEnemy->y -= (cos(theEnemy->dy) * 4);
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theEnemy->x -= (sinf(theEnemy->dx) * 4);
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theEnemy->y -= (cosf(theEnemy->dy) * 4);
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}
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else
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{
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@ -899,8 +899,8 @@ void moveAndSeparate(object *theEnemy)
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theEnemy->dy += 0.02;
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}
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theEnemy->x += (sin(theEnemy->dx) * 4);
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theEnemy->y += (cos(theEnemy->dy) * 4);
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theEnemy->x += (sinf(theEnemy->dx) * 4);
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theEnemy->y += (cosf(theEnemy->dy) * 4);
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theEnemy->thinktime = 0;
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}
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@ -1090,8 +1090,8 @@ void doAliens()
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if (theEnemy->classDef == CD_BARRIER)
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{
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theEnemy->dx = -10 + (sin(barrierLoop + theEnemy->speed) * 60);
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theEnemy->dy = 20 + (cos(barrierLoop + theEnemy->speed) * 40);
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theEnemy->dx = -10 + (sinf(barrierLoop + theEnemy->speed) * 60);
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theEnemy->dy = 20 + (cosf(barrierLoop + theEnemy->speed) * 40);
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}
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// ----------------------------------------
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@ -46,7 +46,7 @@ void addBullet(object *theWeapon, object *attacker, int y, int dy)
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{
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bullet->dx = theWeapon->speed;
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if ((currentGame.area == 18) || (currentGame.area == 24))
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bullet->dx += fabs(engine.ssx);
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bullet->dx += fabsf(engine.ssx);
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}
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else
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{
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@ -106,8 +106,8 @@ void addBullet(object *theWeapon, object *attacker, int y, int dy)
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if (bullet->flags & WF_AIMED)
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{
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tempX = (int)fabs(attacker->target->x - attacker->x);
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tempY = (int)fabs(attacker->target->y - attacker->y);
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tempX = (int)fabsf(attacker->target->x - attacker->x);
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tempY = (int)fabsf(attacker->target->y - attacker->y);
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steps = max(tempX, tempY);
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if (steps < 12)
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@ -392,8 +392,8 @@ char checkPlayerShockDamage(float x, float y)
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if ((engine.cheatShield) || (engine.missionCompleteTimer != 0))
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return 0;
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float distX = fabs(x - player.x);
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float distY = fabs(y - player.y);
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float distX = fabsf(x - player.x);
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float distY = fabsf(y - player.y);
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if ((distX <= 50) && (distY <= 50))
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{
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@ -256,8 +256,8 @@ signed char showSystem(float x, float y)
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graphics.circle(400, 250, i, graphics.screen, graphics.darkGrey);
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r.x = int(400 + (sin(x) * i));
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r.y = int(250 + (cos(y) * i));
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r.x = int(400 + (sinf(x) * i));
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r.y = int(250 + (cosf(y) * i));
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r.w = 10;
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r.h = 10;
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