removed spow(x, 0); calls, I did them for consistency's sake, but it should be rather obvious how the scaling works anyways
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							@ -43,7 +43,7 @@ tile(void) {
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				sum += spow(vratio, i);
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			mscale = wah / sum;
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			if(vratio >= 1)
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				mmaxtile = bh > (mscale * spow(vratio, 0));
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				mmaxtile = bh > mscale;
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			else
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				mmaxtile = bh > (mscale * spow(vratio, n - 1));
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		}
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@ -55,8 +55,8 @@ tile(void) {
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				sum += spow(vratio, i);
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			sscale = wah / sum;
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			if(vratio >= 1) {
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				mmaxtile = bh > (mscale * spow(vratio, 0));
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				smaxtile = bh > (sscale * spow(vratio, 0));
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				mmaxtile = bh > mscale;
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				smaxtile = bh > sscale;
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			}
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			else {
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				mmaxtile = bh > (mscale * spow(vratio, nmaster - 1));
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