Code Cleanup: replace ABS() with fabsf() when used with float expressions.
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@ -1265,7 +1265,7 @@ DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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k = clmd->sim_parms->structural;
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scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k);
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scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k);
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k = scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
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@ -1305,7 +1305,7 @@ DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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k = clmd->sim_parms->goalspring;
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scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k);
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scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k);
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k = verts [s->ij].goal * scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
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@ -1324,7 +1324,7 @@ DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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k = clmd->sim_parms->bending;
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scaling = k + s->stiffness * ABS(clmd->sim_parms->max_bend-k);
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scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_bend - k);
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cb = k = scaling / (20.0f * (clmd->sim_parms->avg_spring_len + FLT_EPSILON));
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mul_fvector_S(bending_force, dir, fbstar(length, L, k, cb));
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@ -251,7 +251,7 @@ static int customdata_compare(CustomData *c1, CustomData *c2, Mesh *m1, Mesh *m2
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for (k = 0; k < dv1->totweight; k++, dw1++, dw2++) {
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if (dw1->def_nr != dw2->def_nr)
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return MESHCMP_DVERT_GROUPMISMATCH;
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if (ABS(dw1->weight - dw2->weight) > thresh)
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if (fabsf(dw1->weight - dw2->weight) > thresh)
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return MESHCMP_DVERT_WEIGHTMISMATCH;
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}
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}
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@ -173,7 +173,7 @@ TimeMarker *ED_markers_find_nearest_marker(ListBase *markers, float x)
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if (markers) {
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for (marker = markers->first; marker; marker = marker->next) {
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dist = ABS((float)marker->frame - x);
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dist = fabsf((float)marker->frame - x);
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if (dist < min_dist) {
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min_dist = dist;
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@ -2335,7 +2335,7 @@ int ui_link_bezier_points(const rcti *rect, float coord_array[][2], int resol)
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vec[3][0] = rect->xmax;
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vec[3][1] = rect->ymax;
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dist = 0.5f * ABS(vec[0][0] - vec[3][0]);
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dist = 0.5f * fabsf(vec[0][0] - vec[3][0]);
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vec[1][0] = vec[0][0] + dist;
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vec[1][1] = vec[0][1];
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@ -143,7 +143,7 @@ void fdrawbezier(float vec[4][3])
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float dist;
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float curve_res = 24, spline_step = 0.0f;
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dist = 0.5f * ABS(vec[0][0] - vec[3][0]);
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dist = 0.5f * fabsf(vec[0][0] - vec[3][0]);
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/* check direction later, for top sockets */
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vec[1][0] = vec[0][0] + dist;
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@ -3123,7 +3123,7 @@ int node_link_bezier_points(View2D *v2d, SpaceNode *snode, bNodeLink *link, floa
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toreroute = 0;
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}
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dist = UI_GetThemeValue(TH_NODE_CURVING) * 0.10f * ABS(vec[0][0] - vec[3][0]);
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dist = UI_GetThemeValue(TH_NODE_CURVING) * 0.10f * fabsf(vec[0][0] - vec[3][0]);
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deltax = vec[3][0] - vec[0][0];
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deltay = vec[3][1] - vec[0][1];
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/* check direction later, for top sockets */
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@ -1972,7 +1972,7 @@ static void removeDoublesPeel(ListBase *depth_peels)
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for (peel = depth_peels->first; peel; peel = peel->next) {
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DepthPeel *next_peel = peel->next;
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if (next_peel && ABS(peel->depth - next_peel->depth) < 0.0015f) {
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if (next_peel && fabsf(peel->depth - next_peel->depth) < 0.0015f) {
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peel->next = next_peel->next;
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if (next_peel->next) {
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