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@@ -185,8 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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// Draw a piece of a circle
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// Draw a piece of a circle
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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{
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{
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- if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
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-
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+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
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+
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// Function expects (endAngle > startAngle)
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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if (endAngle < startAngle)
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{
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{
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@@ -277,7 +277,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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{
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{
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- if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
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+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
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// Function expects (endAngle > startAngle)
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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if (endAngle < startAngle)
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@@ -308,12 +308,12 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
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// Hide the cap lines when the circle is full
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// Hide the cap lines when the circle is full
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bool showCapLines = true;
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bool showCapLines = true;
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int limit = 2*(segments + 2);
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int limit = 2*(segments + 2);
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- if((endAngle - startAngle) % 360 == 0) { limit = 2*segments; showCapLines = false; }
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+ if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
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if (rlCheckBufferLimit(limit)) rlglDraw();
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if (rlCheckBufferLimit(limit)) rlglDraw();
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rlBegin(RL_LINES);
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rlBegin(RL_LINES);
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- if(showCapLines)
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+ if (showCapLines)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x, center.y);
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@@ -330,7 +330,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
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angle += stepLength;
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angle += stepLength;
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}
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}
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- if(showCapLines)
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+ if (showCapLines)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x, center.y);
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@@ -384,15 +384,16 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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{
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{
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- if(startAngle == endAngle) return;
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+ if (startAngle == endAngle) return;
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// Function expects (outerRadius > innerRadius)
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// Function expects (outerRadius > innerRadius)
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- if(outerRadius < innerRadius)
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+ if (outerRadius < innerRadius)
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{
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{
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float tmp = outerRadius;
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float tmp = outerRadius;
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outerRadius = innerRadius;
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outerRadius = innerRadius;
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innerRadius = tmp;
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innerRadius = tmp;
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- if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
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+
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+ if (outerRadius <= 0.0f) outerRadius = 0.1f;
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}
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}
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// Function expects (endAngle > startAngle)
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// Function expects (endAngle > startAngle)
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@@ -408,8 +409,9 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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{
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#ifndef CIRCLE_ERROR_RATE
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- #define CIRCLE_ERROR_RATE 0.5f
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+ #define CIRCLE_ERROR_RATE 0.5f
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#endif
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#endif
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+
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// Calculate the maximum angle between segments based on the error rate.
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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@@ -418,7 +420,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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}
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}
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// Not a ring
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// Not a ring
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- if(innerRadius == 0)
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+ if (innerRadius <= 0.0f)
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{
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{
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DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
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DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
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return;
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return;
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@@ -478,15 +480,16 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
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{
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{
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- if(startAngle == endAngle) return;
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+ if (startAngle == endAngle) return;
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// Function expects (outerRadius > innerRadius)
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// Function expects (outerRadius > innerRadius)
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- if(outerRadius < innerRadius)
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+ if (outerRadius < innerRadius)
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{
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{
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float tmp = outerRadius;
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float tmp = outerRadius;
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outerRadius = innerRadius;
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outerRadius = innerRadius;
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innerRadius = tmp;
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innerRadius = tmp;
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- if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise
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+
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+ if (outerRadius <= 0.0f) outerRadius = 0.1f;
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}
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}
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// Function expects (endAngle > startAngle)
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// Function expects (endAngle > startAngle)
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@@ -502,8 +505,9 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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{
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#ifndef CIRCLE_ERROR_RATE
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- #define CIRCLE_ERROR_RATE 0.5f
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+ #define CIRCLE_ERROR_RATE 0.5f
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#endif
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#endif
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+
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// Calculate the maximum angle between segments based on the error rate.
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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@@ -511,7 +515,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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if (segments <= 0) segments = 4;
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if (segments <= 0) segments = 4;
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}
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}
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- if(innerRadius == 0)
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+ if (innerRadius <= 0.0f)
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{
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{
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DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
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DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
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return;
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return;
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@@ -522,12 +526,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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bool showCapLines = true;
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bool showCapLines = true;
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int limit = 4*(segments + 1);
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int limit = 4*(segments + 1);
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- if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; }
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+ if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
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if (rlCheckBufferLimit(limit)) rlglDraw();
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if (rlCheckBufferLimit(limit)) rlglDraw();
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rlBegin(RL_LINES);
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rlBegin(RL_LINES);
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- if(showCapLines)
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+ if (showCapLines)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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@@ -547,7 +551,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
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angle += stepLength;
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angle += stepLength;
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}
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}
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- if(showCapLines)
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+ if (showCapLines)
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{
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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