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			@ -1183,7 +1183,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int | 
			
		
		
	
		
			
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			void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4)) rlglDraw(); | 
			
		
		
	
		
			
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			#if defined(SUPPORT_QUADS_DRAW_MODE) | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			@ -1219,7 +1219,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) | 
			
		
		
	
		
			
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			void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(6)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlBegin(RL_LINES); | 
			
		
		
	
		
			
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			        rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			        rlVertex2f(v1.x, v1.y); | 
			
		
		
	
	
		
			
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			@ -1298,6 +1298,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color) | 
			
		
		
	
		
			
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			void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) | 
			
		
		
	
		
			
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			    if (sides < 3) sides = 3; | 
			
		
		
	
		
			
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			    float internalAngle = 360.0f/(float)sides; | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4*(360/sides))) rlglDraw(); | 
			
		
		
	
		
			
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			@ -1309,7 +1310,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col | 
			
		
		
	
		
			
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			        rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			        rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			            for (int i = 0; i < mi">360; i += 360/sides) | 
			
		
		
	
		
			
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			            for (int i = 0; i < n">sides; i++) | 
			
		
		
	
		
			
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			                rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			@ -1317,25 +1318,28 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col | 
			
		
		
	
		
			
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			                rlVertex2f(0, 0); | 
			
		
		
	
		
			
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			                rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); | 
			
		
		
	
		
			
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			                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); | 
			
		
		
	
		
			
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			                internalAngle += 360.0f/(float)sides; | 
			
		
		
	
		
			
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			                rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*p">(i + 360/sides))*radius, cosf(DEG2RAD*p">(i + 360/sides))*radius); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*n">internalAngle)*radius, cosf(DEG2RAD*n">internalAngle)*radius); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        rlEnd(); | 
			
		
		
	
		
			
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			        rlDisableTexture(); | 
			
		
		
	
		
			
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			#else | 
			
		
		
	
		
			
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			        rlBegin(RL_TRIANGLES); | 
			
		
		
	
		
			
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			            for (int i = 0; i < mi">360; i += 360/sides) | 
			
		
		
	
		
			
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			            for (int i = 0; i < n">sides; i++) | 
			
		
		
	
		
			
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			            { | 
			
		
		
	
		
			
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			                rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			                rlVertex2f(0, 0); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); | 
			
		
		
	
		
			
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			                internalAngle += 360.0f/(float)sides; | 
			
		
		
	
		
			
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			                rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        rlEnd(); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
	
		
			
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			@ -1511,9 +1515,9 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) | 
			
		
		
	
		
			
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			static float EaseCubicInOut(float t, float b, float c, float d) | 
			
		
		
	
		
			
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			    if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; | 
			
		
		
	
		
			
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			    t -= 2; | 
			
		
		
	
		
			
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			    return 0.5f*c*(t*t*t + 2.0f) + b; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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