force consistent conversion to float in a few places
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@@ -102,7 +102,7 @@ namespace OpenRA
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if( cellInfo[ newHere.X, newHere.Y ].Seen )
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continue;
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var costHere = Mobile.MovementCostForCell(mobileInfo, world, newHere);
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var costHere = (float)Mobile.MovementCostForCell(mobileInfo, world, newHere);
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if (costHere == float.PositiveInfinity)
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continue;
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@@ -117,7 +117,7 @@ namespace OpenRA
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if( est == float.PositiveInfinity )
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continue;
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float cellCost = ((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere;
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float cellCost = (float)(((d.X * d.Y != 0) ? 1.414213563f : 1.0f) * costHere);
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// directional bonuses for smoother flow!
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var ux = (newHere.X + (inReverse ? 1 : 0) & 1);
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@@ -128,7 +128,7 @@ namespace OpenRA
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if (uy == 0 && d.X < 0) cellCost += LaneBias;
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else if (uy == 1 && d.X > 0) cellCost += LaneBias;
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float newCost = cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost;
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float newCost = (float)(cellInfo[ p.Location.X, p.Location.Y ].MinCost + cellCost);
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if( newCost >= cellInfo[ newHere.X, newHere.Y ].MinCost )
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continue;
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