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TETRAEDGE: Fix float/double conversion warnings
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@ -1066,10 +1066,10 @@ Character::Water::Water() {
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TeMatrix4x4 camMatrix = cam->worldTransformationMatrix();
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Common::Array<TeVector3f32> quad;
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quad.resize(4);
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quad[0] = camMatrix.mult3x3(TeVector3f32(-0.1, 0.0, 0.1));
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quad[1] = camMatrix.mult3x3(TeVector3f32( 0.1, 0.0, 0.1));
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quad[2] = camMatrix.mult3x3(TeVector3f32(-0.1, 0.0, -0.1));
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quad[3] = camMatrix.mult3x3(TeVector3f32( 0.1, 0.0, -0.1));
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quad[0] = camMatrix.mult3x3(TeVector3f32(-0.1f, 0.0f, 0.1f));
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quad[1] = camMatrix.mult3x3(TeVector3f32( 0.1f, 0.0f, 0.1f));
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quad[2] = camMatrix.mult3x3(TeVector3f32(-0.1f, 0.0f, -0.1f));
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quad[3] = camMatrix.mult3x3(TeVector3f32( 0.1f, 0.0f, -0.1f));
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TeQuaternion rot = TeQuaternion::fromEuler(TeVector3f32(0, 0, 0));
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TeIntrusivePtr<Te3DTexture> tex = Te3DTexture::makeInstance();
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tex->load(g_engine->getCore()->findFile("texturesIngame/EauOndine1.tga"));
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@ -56,13 +56,13 @@ bool InGameScene::_collisionSlide = false;
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const int InGameScene::MAX_FIRE = 50;
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const int InGameScene::MAX_SNOW = 250;
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const int InGameScene::MAX_SMOKE = 350;
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const float InGameScene::DUREE_MAX_FIRE = 32000.0;
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const float InGameScene::SCALE_FIRE = 0.1;
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const float InGameScene::DUREE_MAX_FIRE = 32000.0f;
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const float InGameScene::SCALE_FIRE = 0.1f;
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const int InGameScene::MAX_FLAKE = 10;
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const float InGameScene::DUREE_MIN_FLAKE = 3000.0;
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const float InGameScene::DUREE_MAX_FLAKE = 5000.0;
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const float InGameScene::SCALE_FLAKE = 0.1;
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const float InGameScene::DEPTH_MAX_FLAKE = 0.1;
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const float InGameScene::DUREE_MIN_FLAKE = 3000.0f;
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const float InGameScene::DUREE_MAX_FLAKE = 5000.0f;
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const float InGameScene::SCALE_FLAKE = 0.1f;
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const float InGameScene::DEPTH_MAX_FLAKE = 0.1f;
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InGameScene::InGameScene() : _character(nullptr), _charactersShadow(nullptr),
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