This way the code is less likely to fall over with negative coordinates.
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int x() const { return static_cast<int>(accx); } int y() const { return static_cast<int>(accy); } coord_def pos() const { return coord_def(x(), y()); }
int x() const { return static_cast<int>(accx); }
int y() const { return static_cast<int>(accy); }
coord_def pos() const { return coord_def(x(), y()); }
int x() const; int y() const; coord_def pos() const;
int x() const;
int y() const;
coord_def pos() const;
#include <cmath>
#include <math.h>
int ifloor(double d){ return static_cast<int>(floor(d));}
int ifloor(double d)
{
return static_cast<int>(floor(d));
}
{}int ray_def::x() const{ return ifloor(accx);}int ray_def::y() const{ return ifloor(accy);}coord_def ray_def::pos() const
int ray_def::x() const
return ifloor(accx);
int ray_def::y() const
return ifloor(accy);
coord_def ray_def::pos() const
return coord_def(x(), y());
const coord_def old(static_cast<int>(accx), static_cast<int>(accy));
const coord_def old = pos();
const coord_def second(static_cast<int>(accx), static_cast<int>(accy));
const coord_def second = pos();
const double xtarget = static_cast<int>(accx) + 1; const double ytarget = static_cast<int>(accy) + 1;
const double xtarget = static_cast<int>(accx) + 1;
const double ytarget = static_cast<int>(accy) + 1;
const double xtarget = ifloor(accx) + 1; const double ytarget = ifloor(accy) + 1;
const double xtarget = ifloor(accx) + 1;
const double ytarget = ifloor(accy) + 1;