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Use double-precision overload of ToAxisAngle
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@ -176,7 +176,7 @@ public abstract class VirtualParadiseObjectBuilder
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}
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}
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else
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else
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{
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{
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TargetObject.Location.Rotation.ToAxisAngle(out Vector3 axis, out float angle);
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TargetObject.Location.Rotation.ToAxisAngle(out Vector3d axis, out double angle);
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_ = vp_double_set(handle, ObjectRotationX, axis.X);
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_ = vp_double_set(handle, ObjectRotationX, axis.X);
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_ = vp_double_set(handle, ObjectRotationY, axis.Y);
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_ = vp_double_set(handle, ObjectRotationY, axis.Y);
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_ = vp_double_set(handle, ObjectRotationZ, axis.Z);
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_ = vp_double_set(handle, ObjectRotationZ, axis.Z);
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