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Use real_t and double where appropriate in Particles
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@@ -687,11 +687,11 @@ public:
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virtual void particles_collision_set_collision_type(RID p_particles_collision, ParticlesCollisionType p_type) = 0;
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virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
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virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) = 0; //for spheres
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virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
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virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
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virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) = 0;
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virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) = 0;
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virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) = 0;
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virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
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virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
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virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
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virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
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virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
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