Use long double suffix
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@ -509,13 +509,17 @@ INT32 I_GetKey(void);
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// Max gamepad/joysticks that can be detected/used.
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// Max gamepad/joysticks that can be detected/used.
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#define MAX_JOYSTICKS 4
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#define MAX_JOYSTICKS 4
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#ifndef M_PIl
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#define M_PIl 3.1415926535897932384626433832795029L
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#endif
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// Floating point comparison epsilons from float.h
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// Floating point comparison epsilons from float.h
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#ifndef FLT_EPSILON
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#ifndef FLT_EPSILON
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#define FLT_EPSILON 1.1920928955078125e-7f
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#define FLT_EPSILON 1.1920928955078125e-7f
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#endif
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#endif
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#ifndef DBL_EPSILON
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#ifndef DBL_EPSILON
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#define DBL_EPSILON 2.2204460492503131e-16
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#define DBL_EPSILON 2.2204460492503131e-16l
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#endif
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#endif
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// An assert-type mechanism.
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// An assert-type mechanism.
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@ -201,7 +201,7 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
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// (do not accept hit with the extensions)
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// (do not accept hit with the extensions)
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num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
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num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
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frac = num / den;
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frac = num / den;
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if (frac < 0.0 || frac > 1.0)
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if (frac < 0.0l || frac > 1.0l)
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return NULL;
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return NULL;
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// now get the frac along the BSP line
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// now get the frac along the BSP line
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@ -61,9 +61,6 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR;
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// ==========================================================================
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// ==========================================================================
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// Constants
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// Constants
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#ifndef M_PIl
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#define M_PIl 3.1415926535897932384626433832795029L
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#endif
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#define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360
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#define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360
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void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/;
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void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/;
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@ -1102,7 +1102,7 @@ void R_DrawSinglePlane(visplane_t *pl)
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temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
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temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
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zeroheight = FIXED_TO_FLOAT(temp);
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zeroheight = FIXED_TO_FLOAT(temp);
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#define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180)
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#define ANG2RAD(angle) ((float)((angle)*M_PIl)/ANGLE_180)
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// p is the texture origin in view space
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// p is the texture origin in view space
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// Don't add in the offsets at this stage, because doing so can result in
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// Don't add in the offsets at this stage, because doing so can result in
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