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@@ -2446,10 +2446,10 @@ WinTransform
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WinTransform WinTransform::Rotate(float Angle)
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{
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XFORM Transform;
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Transform.eM11=cos(Angle);
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Transform.eM12=sin(Angle);
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Transform.eM21=-sin(Angle);
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Transform.eM22=cos(Angle);
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Transform.eM11=(FLOAT)cos(Angle);
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Transform.eM12= (FLOAT)sin(Angle);
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Transform.eM21= (FLOAT)-sin(Angle);
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Transform.eM22= (FLOAT)cos(Angle);
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Transform.eDx=0.0f;
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Transform.eDy=0.0f;
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return Transform;
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@@ -2493,7 +2493,7 @@ WinTransform
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WinTransform WinTransform::Reflect(float VectorX, float VectorY)
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{
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float Len=sqrt(VectorX*VectorX+VectorY*VectorY);
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float Len= (FLOAT)sqrt(VectorX*VectorX+VectorY*VectorY);
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float Cos=VectorX/Len;
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float Sin=VectorY/Len;
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@@ -2502,7 +2502,7 @@ WinTransform
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WinTransform WinTransform::Reflect(float OriginX, float OriginY, float VectorX, float VectorY)
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{
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float Len=sqrt(VectorX*VectorX+VectorY*VectorY);
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float Len= (FLOAT)sqrt(VectorX*VectorX+VectorY*VectorY);
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float Cos=VectorX/Len;
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float Sin=VectorY/Len;
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@@ -2524,10 +2524,10 @@ WinTransform
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WinTransform WinTransform::AxisA(float AngleX, float LenX, float AngleY, float LenY)
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{
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XFORM Transform;
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Transform.eM11=cos(AngleX)*LenX;
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Transform.eM12=sin(AngleX)*LenX;
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Transform.eM21=cos(AngleY)*LenY;
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Transform.eM22=sin(AngleY)*LenY;
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Transform.eM11=(FLOAT)cos(AngleX)*LenX;
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Transform.eM12=(FLOAT)sin(AngleX)*LenX;
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Transform.eM21=(FLOAT)cos(AngleY)*LenY;
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Transform.eM22=(FLOAT)sin(AngleY)*LenY;
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Transform.eDx=0.0f;
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Transform.eDy=0.0f;
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return Transform;
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