fix(GravityGun): Cast to float to prevent compile warns
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@ -5,7 +5,7 @@ namespace big
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static Entity entity = 0;
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static Vector3 location;
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static Vector3 other;
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static double dist;
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static float dist;
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static const int scroll = 2;
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static const int controls[] = { 14, 15, 24 };
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@ -45,7 +45,7 @@ namespace big
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else
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{
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other = ENTITY::GET_ENTITY_COORDS(entity, true);
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dist = functions::distance_between_vectors(location, other);
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dist = (float)functions::distance_between_vectors(location, other);
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if (dist > 50)
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{
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@ -93,7 +93,7 @@ namespace big
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velocity.y = location.y + (dist * sin(yaw) * cos(pitch)) - other.y;
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velocity.z = location.z + (dist * sin(pitch)) - other.z;
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ENTITY::SET_ENTITY_VELOCITY(entity, velocity.x * multiplier, velocity.y * multiplier, velocity.z * multiplier);
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ENTITY::SET_ENTITY_VELOCITY(entity, velocity.x * (float)multiplier, velocity.y * (float)multiplier, velocity.z * (float)multiplier);
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}
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}
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else if (entity != 0)
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