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			@ -1549,7 +1549,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) | 
			
		
		
	
		
			
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			    Vector2 delta = { 0 }; | 
			
		
		
	
		
			
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			    float length = 0.0f; | 
			
		
		
	
		
			
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			    float scale = 0.0f; | 
			
		
		
	
		
			
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			    for (int i = 0; i < pointCount - 1; i++) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; | 
			
		
		
	
	
		
			
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			@ -1568,7 +1568,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) | 
			
		
		
	
		
			
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			        DrawTriangleStrip(strip, 4, color); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			@ -1718,7 +1718,7 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co | 
			
		
		
	
		
			
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			void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color) | 
			
		
		
	
		
			
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			    if (pointCount < 3) return; | 
			
		
		
	
		
			
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			    for (int i = 0; i < pointCount - 2; i++) | 
			
		
		
	
		
			
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			        DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); | 
			
		
		
	
	
		
			
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			@ -1729,7 +1729,7 @@ void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Col | 
			
		
		
	
		
			
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			void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color) | 
			
		
		
	
		
			
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			    if (pointCount < 4) return; | 
			
		
		
	
		
			
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			    for (int i = 0; i < pointCount - 3; i++) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); | 
			
		
		
	
	
		
			
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			@ -1740,7 +1740,7 @@ void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color c | 
			
		
		
	
		
			
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			void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) | 
			
		
		
	
		
			
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			    // NOTE: For the linear spline we don't use subdivisions, just a single quad | 
			
		
		
	
		
			
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			    Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; | 
			
		
		
	
		
			
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			    float length = sqrtf(delta.x*delta.x + delta.y*delta.y); | 
			
		
		
	
		
			
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			@ -1768,9 +1768,9 @@ void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, floa | 
			
		
		
	
		
			
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			    Vector2 currentPoint = { 0 }; | 
			
		
		
	
		
			
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			    Vector2 nextPoint = { 0 }; | 
			
		
		
	
		
			
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			    float t = 0.0f; | 
			
		
		
	
		
			
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			    Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | 
			
		
		
	
		
			
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			    float a[4] = { 0 }; | 
			
		
		
	
		
			
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			    float b[4] = { 0 }; | 
			
		
		
	
		
			
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			@ -1825,7 +1825,7 @@ void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, | 
			
		
		
	
		
			
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			    Vector2 currentPoint = p1; | 
			
		
		
	
		
			
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			    Vector2 nextPoint = { 0 }; | 
			
		
		
	
		
			
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			    float t = 0.0f; | 
			
		
		
	
		
			
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			    Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | 
			
		
		
	
		
			
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			    for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) | 
			
		
		
	
	
		
			
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			@ -2132,11 +2132,11 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) | 
			
		
		
	
		
			
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			    bool collision = false; | 
			
		
		
	
		
			
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			    int recCenterX = (int)(rec.x + rec.width/2.0f); | 
			
		
		
	
		
			
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			    int recCenterY = (int)(rec.y + rec.height/2.0f); | 
			
		
		
	
		
			
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			    float recCenterX = rec.x + rec.width/2.0f; | 
			
		
		
	
		
			
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			    float recCenterY = rec.y + rec.height/2.0f; | 
			
		
		
	
		
			
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			    float dx = fabsf(center.x - p">(float)recCenterX); | 
			
		
		
	
		
			
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			    float dy = fabsf(center.y - p">(float)recCenterY); | 
			
		
		
	
		
			
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			    float dx = fabsf(center.x - recCenterX); | 
			
		
		
	
		
			
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			    float dy = fabsf(center.y - recCenterY); | 
			
		
		
	
		
			
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			    if (dx > (rec.width/2.0f + radius)) { return false; } | 
			
		
		
	
		
			
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			    if (dy > (rec.height/2.0f + radius)) { return false; } | 
			
		
		
	
	
		
			
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