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chore: use auto instead of repeated types
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@@ -75,9 +75,9 @@ namespace BSP
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float BSPUtil::distBetweenPoints(const vec3_t& p1, const vec3_t& p2)
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{
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const float x = p2.x - p1.x;
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const float y = p2.y - p1.y;
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const float z = p2.z - p1.z;
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const auto x = p2.x - p1.x;
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const auto y = p2.y - p1.y;
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const auto z = p2.z - p1.z;
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return sqrtf((x * x) + (y * y) + (z * z));
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}
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@@ -85,16 +85,16 @@ namespace BSP
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// angles are in euler degrees
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void BSPUtil::convertAnglesToAxis(const vec3_t* angles, vec3_t* axis)
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{
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const float xRadians = angles->x * 0.017453292f; // M_PI / 180.0f
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const float yRadians = angles->y * 0.017453292f; // M_PI / 180.0f
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const float zRadians = angles->z * 0.017453292f; // M_PI / 180.0f
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const auto xRadians = angles->x * 0.017453292f; // M_PI / 180.0f
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const auto yRadians = angles->y * 0.017453292f; // M_PI / 180.0f
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const auto zRadians = angles->z * 0.017453292f; // M_PI / 180.0f
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const float cosX = cos(xRadians);
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const float sinX = sin(xRadians);
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const float cosY = cos(yRadians);
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const float sinY = sin(yRadians);
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const float cosZ = cos(zRadians);
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const float sinZ = sin(zRadians);
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const auto cosX = cos(xRadians);
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const auto sinX = sin(xRadians);
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const auto cosY = cos(yRadians);
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const auto sinY = sin(yRadians);
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const auto cosZ = cos(zRadians);
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const auto sinZ = sin(zRadians);
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axis[0].x = cosX * cosY;
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axis[0].y = cosX * sinY;
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