use var and real for sign
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@@ -257,7 +257,7 @@ namespace FlaxEditor.Gizmo
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.Y, tDeltaAbs.Z);
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var maxDelta = Mathf.Max(tDeltaAbs.Y, tDeltaAbs.Z);
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float sign = Mathf.Sign(tDeltaAbs.Y > tDeltaAbs.Z ? _tDelta.Y : _tDelta.Z);
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var sign = Mathf.Sign(tDeltaAbs.Y > tDeltaAbs.Z ? _tDelta.Y : _tDelta.Z);
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delta = new Vector3(0, maxDelta * sign, maxDelta * sign);
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delta = new Vector3(0, maxDelta * sign, maxDelta * sign);
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}
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}
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else
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else
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@@ -278,7 +278,7 @@ namespace FlaxEditor.Gizmo
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Y);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Y);
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float sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Y ? _tDelta.X : _tDelta.Y);
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var sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Y ? _tDelta.X : _tDelta.Y);
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delta = new Vector3(maxDelta * sign, maxDelta * sign, 0);
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delta = new Vector3(maxDelta * sign, maxDelta * sign, 0);
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}
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}
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else
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else
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@@ -299,7 +299,7 @@ namespace FlaxEditor.Gizmo
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Z);
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var maxDelta = Mathf.Max(tDeltaAbs.X, tDeltaAbs.Z);
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float sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Z ? _tDelta.X : _tDelta.Z);
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var sign = Mathf.Sign(tDeltaAbs.X > tDeltaAbs.Z ? _tDelta.X : _tDelta.Z);
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delta = new Vector3(maxDelta * sign, 0, maxDelta * sign);
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delta = new Vector3(maxDelta * sign, 0, maxDelta * sign);
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}
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}
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else
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else
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@@ -323,7 +323,7 @@ namespace FlaxEditor.Gizmo
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{
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{
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var tDeltaAbs = Vector3.Abs(_tDelta);
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var maxDelta = Mathf.Max(new[] { tDeltaAbs.X, tDeltaAbs.Y, tDeltaAbs.Z });
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var maxDelta = Mathf.Max(new[] { tDeltaAbs.X, tDeltaAbs.Y, tDeltaAbs.Z });
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float sign = 0;
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Real sign = 0;
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if (Mathf.NearEqual(maxDelta, tDeltaAbs.X))
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if (Mathf.NearEqual(maxDelta, tDeltaAbs.X))
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sign = Mathf.Sign(_tDelta.X);
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sign = Mathf.Sign(_tDelta.X);
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Y))
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else if (Mathf.NearEqual(maxDelta, tDeltaAbs.Y))
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