Use KiROUND for consistency
Ensure that it is clear we are rounding to nearest point
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@ -433,7 +433,7 @@ bool SHAPE_ARC::Collide( const VECTOR2I& aP, int aClearance, int* aActual,
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double radius = ( center - m_start ).EuclideanNorm();
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CIRCLE fullCircle( center, radius );
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VECTOR2D nearestPt = fullCircle.NearestPoint( VECTOR2D( aP ) );
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int dist = nearestPt.Distance( aP );
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int dist = KiROUND( nearestPt.Distance( aP ) );
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EDA_ANGLE angleToPt( aP - fullCircle.Center ); // Angle from center to the point
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if( !dist )
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