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https://github.com/oliverbooth/VpSharp
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Give explicit precedence with parentheses
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@ -118,7 +118,7 @@ public sealed class VirtualParadiseAvatar : IEquatable<VirtualParadiseAvatar>
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/// <inheritdoc />
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/// <inheritdoc />
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public override bool Equals(object? obj)
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public override bool Equals(object? obj)
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{
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{
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return ReferenceEquals(this, obj) || obj is VirtualParadiseAvatar other && Equals(other);
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return ReferenceEquals(this, obj) || (obj is VirtualParadiseAvatar other && Equals(other));
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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@ -109,7 +109,7 @@ public sealed class VirtualParadiseUser : IEquatable<VirtualParadiseUser>
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/// <inheritdoc />
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/// <inheritdoc />
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public override bool Equals(object? obj)
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public override bool Equals(object? obj)
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{
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{
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return ReferenceEquals(this, obj) || obj is VirtualParadiseUser other && Equals(other);
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return ReferenceEquals(this, obj) || (obj is VirtualParadiseUser other && Equals(other));
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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@ -1,4 +1,4 @@
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using System.Drawing;
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using System.Drawing;
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namespace VpSharp.Entities;
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namespace VpSharp.Entities;
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@ -105,7 +105,7 @@ public sealed class VirtualParadiseWorld : IEquatable<VirtualParadiseWorld>
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/// <inheritdoc />
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/// <inheritdoc />
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public override bool Equals(object? obj)
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public override bool Equals(object? obj)
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{
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{
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return ReferenceEquals(this, obj) || obj is VirtualParadiseWorld other && Equals(other);
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return ReferenceEquals(this, obj) || (obj is VirtualParadiseWorld other && Equals(other));
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}
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}
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/// <inheritdoc />
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/// <inheritdoc />
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@ -305,10 +305,10 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The cross product.</returns>
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/// <returns>The cross product.</returns>
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public static Vector3d Cross(Vector3d left, Vector3d right)
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public static Vector3d Cross(Vector3d left, Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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left.Y * right.Z - left.Z * right.Y,
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(left.Y * right.Z) - (left.Z * right.Y),
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left.Z * right.X - left.X * right.Z,
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(left.Z * right.X) - (left.X * right.Z),
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left.X * right.Y - left.Y * right.X
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(left.X * right.Y) - (left.Y * right.X)
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);
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);
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}
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}
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@ -383,7 +383,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The maximized vector.</returns>
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/// <returns>The maximized vector.</returns>
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public static Vector3d Max(Vector3d left, Vector3d right)
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public static Vector3d Max(Vector3d left, Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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Math.Max(left.X, right.X),
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Math.Max(left.X, right.X),
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Math.Max(left.Y, right.Y),
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Math.Max(left.Y, right.Y),
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Math.Max(left.Z, right.Z)
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Math.Max(left.Z, right.Z)
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@ -398,7 +398,7 @@ public struct Vector3d : IEquatable<Vector3d>, IFormattable
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/// <returns>The minimized vector.</returns>
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/// <returns>The minimized vector.</returns>
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public static Vector3d Min(Vector3d left, Vector3d right)
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public static Vector3d Min(Vector3d left, Vector3d right)
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{
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{
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return new(
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return new Vector3d(
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Math.Min(left.X, right.X),
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Math.Min(left.X, right.X),
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Math.Min(left.Y, right.Y),
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Math.Min(left.Y, right.Y),
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Math.Min(left.Z, right.Z)
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Math.Min(left.Z, right.Z)
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