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a guest Aug 24th, 2019 74 Never
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  1.             Vector BonePos;
  2.             Vector OutPos;
  3.             matrix3x4_t BoneMatrix[128];
  4.             for (int i = 0; i < 128; i++)
  5.             {
  6.                 AngleMatrix(Vector(0, urfakeangle, 0), BoneMatrix[i]);
  7.                 MatrixMultiply(BoneMatrix[i], pCustomBoneToWorld[i]);
  8.                 BonePos = Vector(pCustomBoneToWorld[i][0][3], pCustomBoneToWorld[i][1][3], pCustomBoneToWorld[i][2][3]) - pInfo.origin;
  9.                 VectorRotate(BonePos, Vector(0, urfakeangle, 0), OutPos);
  10.                 OutPos += pInfo.origin;
  11.                 BoneMatrix[i][0][3] = OutPos.x;
  12.                 BoneMatrix[i][1][3] = OutPos.y;
  13.                 BoneMatrix[i][2][3] = OutPos.z;
  14.             } oDrawModelExecute(thisptr, ctx, state, pInfo, BoneMatrix); // CALL UR ORIGINL HERE
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