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Updated optimization
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@ -100,7 +100,7 @@ library WadRayMath {
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uint256 result = a * b + halfRAY;
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require((result - halfRAY) / a == b, Errors.MULTIPLICATION_OVERFLOW);
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require(result >= halfRAY && (result - halfRAY) / a == b, Errors.MULTIPLICATION_OVERFLOW);
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return result / RAY;
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}
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@ -118,7 +118,7 @@ library WadRayMath {
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uint256 result = a * RAY + halfB;
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require((result - halfB) / RAY == a, Errors.MULTIPLICATION_OVERFLOW);
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require(result >= halfB && (result - halfB) / RAY == a, Errors.MULTIPLICATION_OVERFLOW);
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return result / b;
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}
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