quiet float -> double conversion warnings and do some osl style edits.
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@@ -477,7 +477,7 @@ static short snap_gpf_nearestsec(bGPDframe *gpf, Scene *scene)
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{
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float secf = (float)FPS;
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if (gpf->flag & GP_FRAME_SELECT)
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gpf->framenum = (int)(floor(gpf->framenum / secf + 0.5f) * secf);
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gpf->framenum = (int)(floorf(gpf->framenum / secf + 0.5f) * secf);
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return 0;
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}
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@@ -265,7 +265,7 @@ static short snap_masklayer_nearestsec(MaskLayerShape *masklay_shape, Scene *sce
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{
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float secf = (float)FPS;
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if (masklay_shape->flag & MASK_SHAPE_SELECT)
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masklay_shape->frame = (int)(floor(masklay_shape->frame / secf + 0.5f) * secf);
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masklay_shape->frame = (int)(floorf(masklay_shape->frame / secf + 0.5f) * secf);
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return 0;
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}
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