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@@ -106,8 +106,8 @@ int w_newBezierCurve(lua_State *L)
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lua_rawgeti(L, 1, i+1);
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Vector v;
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- v.x = luaL_checknumber(L, -2);
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- v.y = luaL_checknumber(L, -1);
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+ v.x = (float) luaL_checknumber(L, -2);
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+ v.y = (float) luaL_checknumber(L, -1);
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points.push_back(v);
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lua_pop(L, 2);
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@@ -120,8 +120,8 @@ int w_newBezierCurve(lua_State *L)
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for (size_t i = 1; i <= top; i += 2)
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{
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Vector v;
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- v.x = luaL_checknumber(L, i);
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- v.y = luaL_checknumber(L, i+1);
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+ v.x = (float) luaL_checknumber(L, i);
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+ v.y = (float) luaL_checknumber(L, i+1);
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points.push_back(v);
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}
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}
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@@ -144,8 +144,8 @@ int w_triangulate(lua_State *L)
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lua_rawgeti(L, 1, i+1);
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Vertex v;
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- v.x = luaL_checknumber(L, -2);
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- v.y = luaL_checknumber(L, -1);
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+ v.x = (float) luaL_checknumber(L, -2);
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+ v.y = (float) luaL_checknumber(L, -1);
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vertices.push_back(v);
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lua_pop(L, 2);
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@@ -158,8 +158,8 @@ int w_triangulate(lua_State *L)
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for (size_t i = 1; i <= top; i += 2)
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{
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Vertex v;
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- v.x = luaL_checknumber(L, i);
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- v.y = luaL_checknumber(L, i+1);
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+ v.x = (float) luaL_checknumber(L, i);
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+ v.y = (float) luaL_checknumber(L, i+1);
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vertices.push_back(v);
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}
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}
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@@ -214,8 +214,8 @@ int w_isConvex(lua_State *L)
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lua_rawgeti(L, 1, i+1);
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Vertex v;
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- v.x = luaL_checknumber(L, -2);
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- v.y = luaL_checknumber(L, -1);
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+ v.x = (float) luaL_checknumber(L, -2);
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+ v.y = (float) luaL_checknumber(L, -1);
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vertices.push_back(v);
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lua_pop(L, 2);
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@@ -228,8 +228,8 @@ int w_isConvex(lua_State *L)
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for (size_t i = 1; i <= top; i += 2)
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{
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Vertex v;
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- v.x = luaL_checknumber(L, i);
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- v.y = luaL_checknumber(L, i+1);
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+ v.x = (float) luaL_checknumber(L, i);
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+ v.y = (float) luaL_checknumber(L, i+1);
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vertices.push_back(v);
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}
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}
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@@ -246,26 +246,26 @@ int w_noise(lua_State *L)
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switch (lua_gettop(L))
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{
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case 1:
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- x = luaL_checknumber(L, 1);
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+ x = (float) luaL_checknumber(L, 1);
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val = Math::instance.noise(x);
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break;
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case 2:
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- x = luaL_checknumber(L, 1);
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- y = luaL_checknumber(L, 2);
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+ x = (float) luaL_checknumber(L, 1);
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+ y = (float) luaL_checknumber(L, 2);
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val = Math::instance.noise(x, y);
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break;
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case 3:
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- x = luaL_checknumber(L, 1);
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- y = luaL_checknumber(L, 2);
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- z = luaL_checknumber(L, 3);
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+ x = (float) luaL_checknumber(L, 1);
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+ y = (float) luaL_checknumber(L, 2);
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+ z = (float) luaL_checknumber(L, 3);
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val = Math::instance.noise(x, y, z);
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break;
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case 4:
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default:
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- x = luaL_checknumber(L, 1);
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- y = luaL_checknumber(L, 2);
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- z = luaL_checknumber(L, 3);
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- w = luaL_checknumber(L, 4);
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+ x = (float) luaL_checknumber(L, 1);
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+ y = (float) luaL_checknumber(L, 2);
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+ z = (float) luaL_checknumber(L, 3);
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+ w = (float) luaL_checknumber(L, 4);
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val = Math::instance.noise(x, y, z, w);
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break;
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}
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