Use fabsf for floats, and avoid implicit type casting
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@ -634,8 +634,8 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
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{
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bool collision = false;
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int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
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int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
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float dx = fabsf((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
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float dy = fabsf((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
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if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
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@ -686,8 +686,8 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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if (CheckCollisionRecs(rec1, rec2))
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{
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int dxx = abs(rec1.x - rec2.x);
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int dyy = abs(rec1.y - rec2.y);
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float dxx = fabsf(rec1.x - rec2.x);
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float dyy = fabsf(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
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{
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