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			@ -498,6 +498,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) | 
			
		
		
	
		
			
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			    DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a color-filled circle (Vector version) | 
			
		
		
	
		
			
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			// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues | 
			
		
		
	
		
			
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			void DrawCircleV(Vector2 center, float radius, Color color) | 
			
		
		
	
		
			
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			    DrawCircleSector(center, radius, 0, 360, 36, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a piece of a circle | 
			
		
		
	
		
			
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			void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			@ -530,6 +537,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA | 
			
		
		
	
		
			
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			    rlSetTexture(texShapes.id); | 
			
		
		
	
		
			
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			    rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			        // NOTE: Every QUAD actually represents two segments | 
			
		
		
	
		
			
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			        for (int i = 0; i < segments/2; i++) | 
			
		
		
	
		
			
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			@ -539,7 +547,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*i">2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*i">2))*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*f">2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*f">2.0f))*radius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | 
			
		
		
	
	
		
			
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			@ -547,11 +555,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA | 
			
		
		
	
		
			
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			            rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | 
			
		
		
	
		
			
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			            angle += (stepLength*i">2); | 
			
		
		
	
		
			
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			            angle += (stepLength*f">2.0f); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        // NOTE: In case number of segments is odd, we add one last piece to the cake | 
			
		
		
	
		
			
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			        if (segments%2) | 
			
		
		
	
		
			
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			        if (p">(segments%2) == 1) | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			@ -567,6 +575,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA | 
			
		
		
	
		
			
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			            rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			    rlSetTexture(0); | 
			
		
		
	
	
		
			
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			@ -659,13 +668,6 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw a color-filled circle (Vector version) | 
			
		
		
	
		
			
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			// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues | 
			
		
		
	
		
			
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			void DrawCircleV(Vector2 center, float radius, Color color) | 
			
		
		
	
		
			
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			    DrawCircleSector(center, radius, 0, 360, 36, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw circle outline | 
			
		
		
	
		
			
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			void DrawCircleLines(int centerX, int centerY, float radius, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
	
		
			
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