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Use real_t and double where appropriate in Particles
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@@ -478,11 +478,11 @@ public:
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FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
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FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
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FUNC2(particles_collision_set_sphere_radius, RID, float)
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FUNC2(particles_collision_set_sphere_radius, RID, real_t)
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FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
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FUNC2(particles_collision_set_attractor_strength, RID, float)
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FUNC2(particles_collision_set_attractor_directionality, RID, float)
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FUNC2(particles_collision_set_attractor_attenuation, RID, float)
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FUNC2(particles_collision_set_attractor_strength, RID, real_t)
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FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
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FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
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FUNC2(particles_collision_set_field_texture, RID, RID)
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FUNC1(particles_collision_height_field_update, RID)
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FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
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