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			@ -447,8 +447,7 @@ RMAPI Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max) | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Clamp the magnitude of the vector between two | 
			
		
		
	
		
			
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			// given min and max values | 
			
		
		
	
		
			
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			// Clamp the magnitude of the vector between two min and max values | 
			
		
		
	
		
			
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			RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector2 result = { 0 }; | 
			
		
		
	
	
		
			
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			@ -942,9 +941,8 @@ RMAPI Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max) | 
			
		
		
	
		
			
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			    return result; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Clamp the magnitude of the vector between two | 
			
		
		
	
		
			
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			// given min and max values | 
			
		
		
	
		
			
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			RMAPI Vector3 Vector3ClampValue(Vector3 v, float minMag, float maxMag) | 
			
		
		
	
		
			
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			// Clamp the magnitude of the vector between two values | 
			
		
		
	
		
			
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			RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    Vector3 result = { 0 }; | 
			
		
		
	
		
			
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			@ -953,16 +951,16 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float minMag, float maxMag) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        length = sqrtf(length); | 
			
		
		
	
		
			
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			        if (length < minMag) | 
			
		
		
	
		
			
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			        if (length < min) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            float scale = minMag/length; | 
			
		
		
	
		
			
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			            float scale = min/length; | 
			
		
		
	
		
			
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			            result.x = v.x*scale; | 
			
		
		
	
		
			
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			            result.y = v.y*scale; | 
			
		
		
	
		
			
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			            result.z = v.z*scale; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        else if (length > maxMag) | 
			
		
		
	
		
			
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			        else if (length > max) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            float scale = maxMag/length; | 
			
		
		
	
		
			
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			            float scale = max/length; | 
			
		
		
	
		
			
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			            result.x = v.x*scale; | 
			
		
		
	
		
			
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			            result.y = v.y*scale; | 
			
		
		
	
		
			
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			            result.z = v.z*scale; | 
			
		
		
	
	
		
			
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