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engine: client: explicitly cast literals to floats
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@@ -216,7 +216,7 @@ qboolean CL_PlayerTeleported( local_state_t *from, local_state_t *to )
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VectorSubtract( to->playerstate.origin, from->playerstate.origin, delta );
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// compute potential max movement in units per frame and compare with entity movement
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maxlen = ( clgame.movevars.maxvelocity * ( 1.0 / GAME_FPS ));
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maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS ));
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len = VectorLength( delta );
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return (len > maxlen);
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@@ -1326,14 +1326,14 @@ void CL_PredictMovement( qboolean repredicting )
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cls.correction_time -= host.frametime;
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// Make sure smoothtime is postive
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if( cl_smoothtime->value <= 0.0 )
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if( cl_smoothtime->value <= 0.0f )
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Cvar_DirectSet( cl_smoothtime, "0.1" );
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// Clamp from 0 to cl_smoothtime.value
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cls.correction_time = bound( 0.0, cls.correction_time, cl_smoothtime->value );
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// Compute backward interpolation fraction along full correction
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frac = 1.0 - cls.correction_time / cl_smoothtime->value;
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frac = 1.0f - cls.correction_time / cl_smoothtime->value;
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// Determine how much error we still have to make up for
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VectorSubtract( cl.simorg, cl.local.lastorigin, delta );
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