used #if !defined() instead of #ifndef
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@ -214,7 +214,7 @@ RMAPI float Wrap(float value, float min, float max)
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// Check whether two given floats are almost equal
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// Check whether two given floats are almost equal
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RMAPI int FloatEquals(float x, float y)
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RMAPI int FloatEquals(float x, float y)
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{
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{
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#ifndef EPSILON
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#if !defined(EPSILON)
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#define EPSILON 0.000001f
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#define EPSILON 0.000001f
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#endif
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#endif
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@ -510,7 +510,7 @@ RMAPI Vector2 Vector2ClampValue(Vector2 v, float min, float max)
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// Check whether two given vectors are almost equal
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// Check whether two given vectors are almost equal
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RMAPI int Vector2Equals(Vector2 p, Vector2 q)
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RMAPI int Vector2Equals(Vector2 p, Vector2 q)
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{
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{
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#ifndef EPSILON
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#if !defined(EPSILON)
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#define EPSILON 0.000001f
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#define EPSILON 0.000001f
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#endif
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#endif
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@ -1098,7 +1098,7 @@ RMAPI Vector3 Vector3ClampValue(Vector3 v, float min, float max)
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// Check whether two given vectors are almost equal
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// Check whether two given vectors are almost equal
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RMAPI int Vector3Equals(Vector3 p, Vector3 q)
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RMAPI int Vector3Equals(Vector3 p, Vector3 q)
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{
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{
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#ifndef EPSILON
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#if !defined(EPSILON)
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#define EPSILON 0.000001f
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#define EPSILON 0.000001f
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#endif
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#endif
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@ -1858,7 +1858,7 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount)
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{
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{
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Quaternion result = { 0 };
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Quaternion result = { 0 };
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#ifndef EPSILON
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#if !defined(EPSILON)
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#define EPSILON 0.000001f
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#define EPSILON 0.000001f
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#endif
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#endif
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@ -2169,7 +2169,7 @@ RMAPI Quaternion QuaternionTransform(Quaternion q, Matrix mat)
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// Check whether two given quaternions are almost equal
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// Check whether two given quaternions are almost equal
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RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
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RMAPI int QuaternionEquals(Quaternion p, Quaternion q)
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{
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{
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#ifndef EPSILON
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#if !defined(EPSILON)
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#define EPSILON 0.000001f
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#define EPSILON 0.000001f
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#endif
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#endif
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