try to use double instead of float for timed unit particles
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123a329baf
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@ -2462,7 +2462,7 @@ void Unit::updateTimedParticles() {
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for(int i = queuedUnitParticleSystemTypes.size() - 1; i >= 0; i--) {
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UnitParticleSystemType *pst = queuedUnitParticleSystemTypes[i];
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if(pst != NULL) {
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if(truncateDecimal<float>(pst->getStartTime()) <= truncateDecimal<float>(getAnimProgressAsFloat())) {
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if(truncateDecimal<double>(pst->getStartTime()) <= truncateDecimal<double>(getAnimProgressAsFloat())) {
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//printf("STARTING queued particle system type [%s] [%f] [%f] [%f] [%f]\n",pst->getType().c_str(),truncateDecimal<float>(pst->getStartTime()),truncateDecimal<float>(pst->getEndTime()),truncateDecimal<float>(animProgress),truncateDecimal<float>(lastAnimProgress));
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UnitParticleSystem *ups = new UnitParticleSystem(200);
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@ -2489,12 +2489,12 @@ void Unit::updateTimedParticles() {
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UnitParticleSystem *ps = unitParticleSystems[i];
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if(ps != NULL) {
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if(Renderer::getInstance().validateParticleSystemStillExists(ps,rsGame) == true) {
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float particleStartTime = truncateDecimal<float>(ps->getStartTime());
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float particleEndTime = truncateDecimal<float>(ps->getEndTime());
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double particleStartTime = truncateDecimal<double>(ps->getStartTime());
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double particleEndTime = truncateDecimal<double>(ps->getEndTime());
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if(particleStartTime != 0.0 || particleEndTime != 1.0) {
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//printf("Checking for end particle system #%d [%d] [%f] [%f] [%f] [%f]\n",i,ps->shape,truncateDecimal<float>(ps->getStartTime()),truncateDecimal<float>(ps->getEndTime()),truncateDecimal<float>(animProgress),truncateDecimal<float>(lastAnimProgress));
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float animProgressTime = truncateDecimal<float>(getAnimProgressAsFloat());
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double animProgressTime = truncateDecimal<double>(getAnimProgressAsFloat());
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if(animProgressTime >= 0.99 || animProgressTime >= particleEndTime) {
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//printf("ENDING particle system [%d]\n",ps->shape);
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