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Merge pull request #64727 from raulsntos/csharp-remove-ctors
Remove copy constructors in C# structs
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commit
b438859d04
@ -73,18 +73,6 @@ namespace Godot
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this.w = w;
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}
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/// <summary>
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/// Constructs a new <see cref="Projection"/> from an existing <see cref="Projection"/>.
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/// </summary>
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/// <param name="proj">The existing <see cref="Projection"/>.</param>
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public Projection(Projection proj)
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{
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x = proj.x;
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y = proj.y;
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z = proj.z;
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w = proj.w;
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}
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/// <summary>
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/// Constructs a new <see cref="Projection"/> from a <see cref="Transform3D"/>.
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/// </summary>
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@ -339,15 +339,6 @@ namespace Godot
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this.w = w;
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}
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/// <summary>
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/// Constructs a <see cref="Quaternion"/> from the given <see cref="Quaternion"/>.
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/// </summary>
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/// <param name="q">The existing quaternion.</param>
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public Quaternion(Quaternion q)
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{
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this = q;
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}
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/// <summary>
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/// Constructs a <see cref="Quaternion"/> from the given <see cref="Basis"/>.
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/// </summary>
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@ -638,16 +638,6 @@ namespace Godot
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this.y = y;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector2"/> from an existing <see cref="Vector2"/>.
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/// </summary>
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/// <param name="v">The existing <see cref="Vector2"/>.</param>
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public Vector2(Vector2 v)
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{
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x = v.x;
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y = v.y;
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}
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/// <summary>
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/// Creates a unit Vector2 rotated to the given angle. This is equivalent to doing
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/// <c>Vector2(Mathf.Cos(angle), Mathf.Sin(angle))</c> or <c>Vector2.Right.Rotated(angle)</c>.
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@ -349,27 +349,6 @@ namespace Godot
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this.y = y;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector2i"/> from an existing <see cref="Vector2i"/>.
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/// </summary>
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/// <param name="vi">The existing <see cref="Vector2i"/>.</param>
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public Vector2i(Vector2i vi)
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{
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this.x = vi.x;
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this.y = vi.y;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector2i"/> from an existing <see cref="Vector2"/>
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/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
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/// </summary>
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/// <param name="v">The <see cref="Vector2"/> to convert.</param>
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public Vector2i(Vector2 v)
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{
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this.x = Mathf.RoundToInt(v.x);
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this.y = Mathf.RoundToInt(v.y);
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}
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/// <summary>
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/// Adds each component of the <see cref="Vector2i"/>
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/// with the components of the given <see cref="Vector2i"/>.
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@ -674,7 +653,10 @@ namespace Godot
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector2i(Vector2 value)
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{
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return new Vector2i(value);
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return new Vector2i(
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Mathf.RoundToInt(value.x),
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Mathf.RoundToInt(value.y)
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);
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}
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/// <summary>
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@ -691,17 +691,6 @@ namespace Godot
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this.z = z;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector3"/> from an existing <see cref="Vector3"/>.
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/// </summary>
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/// <param name="v">The existing <see cref="Vector3"/>.</param>
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public Vector3(Vector3 v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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/// <summary>
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/// Adds each component of the <see cref="Vector3"/>
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/// with the components of the given <see cref="Vector3"/>.
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@ -329,29 +329,6 @@ namespace Godot
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this.z = z;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector3i"/> from an existing <see cref="Vector3i"/>.
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/// </summary>
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/// <param name="vi">The existing <see cref="Vector3i"/>.</param>
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public Vector3i(Vector3i vi)
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{
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this.x = vi.x;
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this.y = vi.y;
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this.z = vi.z;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector3i"/> from an existing <see cref="Vector3"/>
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/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
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/// </summary>
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/// <param name="v">The <see cref="Vector3"/> to convert.</param>
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public Vector3i(Vector3 v)
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{
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this.x = Mathf.RoundToInt(v.x);
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this.y = Mathf.RoundToInt(v.y);
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this.z = Mathf.RoundToInt(v.z);
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}
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/// <summary>
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/// Adds each component of the <see cref="Vector3i"/>
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/// with the components of the given <see cref="Vector3i"/>.
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@ -684,7 +661,11 @@ namespace Godot
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector3i(Vector3 value)
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{
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return new Vector3i(value);
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return new Vector3i(
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Mathf.RoundToInt(value.x),
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Mathf.RoundToInt(value.y),
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Mathf.RoundToInt(value.z)
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);
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}
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/// <summary>
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@ -476,18 +476,6 @@ namespace Godot
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this.w = w;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector4"/> from an existing <see cref="Vector4"/>.
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/// </summary>
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/// <param name="v">The existing <see cref="Vector4"/>.</param>
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public Vector4(Vector4 v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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}
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/// <summary>
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/// Adds each component of the <see cref="Vector4"/>
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/// with the components of the given <see cref="Vector4"/>.
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@ -257,31 +257,6 @@ namespace Godot
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this.w = w;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector4i"/> from an existing <see cref="Vector4i"/>.
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/// </summary>
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/// <param name="vi">The existing <see cref="Vector4i"/>.</param>
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public Vector4i(Vector4i vi)
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{
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this.x = vi.x;
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this.y = vi.y;
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this.z = vi.z;
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this.w = vi.w;
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}
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/// <summary>
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/// Constructs a new <see cref="Vector4i"/> from an existing <see cref="Vector4"/>
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/// by rounding the components via <see cref="Mathf.RoundToInt(real_t)"/>.
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/// </summary>
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/// <param name="v">The <see cref="Vector4"/> to convert.</param>
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public Vector4i(Vector4 v)
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{
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this.x = Mathf.RoundToInt(v.x);
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this.y = Mathf.RoundToInt(v.y);
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this.z = Mathf.RoundToInt(v.z);
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this.w = Mathf.RoundToInt(v.w);
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}
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/// <summary>
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/// Adds each component of the <see cref="Vector4i"/>
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/// with the components of the given <see cref="Vector4i"/>.
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@ -638,7 +613,12 @@ namespace Godot
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/// <param name="value">The vector to convert.</param>
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public static explicit operator Vector4i(Vector4 value)
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{
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return new Vector4i(value);
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return new Vector4i(
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Mathf.RoundToInt(value.x),
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Mathf.RoundToInt(value.y),
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Mathf.RoundToInt(value.z),
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Mathf.RoundToInt(value.w)
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);
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}
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/// <summary>
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