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Aug 24th, 2019
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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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