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- bool WorldToScreen ( D3DXVECTOR3* in, D3DXVECTOR3* out )
- {
- D3DXMATRIX matrix;
- if ( !mta->ReadMemory ( 0xB6FA2C, &matrix, sizeof(D3DXMATRIX) ) )
- return false;
- D3DXVECTOR2 screen;
- if ( !mta->ReadMemory ( 0xC17044, &screen, sizeof(D3DXVECTOR2) ) )
- return false;
- out->x = (in->z * matrix._31) + (in->y * matrix._21) + (in->x * matrix._11) + matrix._41;
- out->y = (in->z * matrix._32) + (in->y * matrix._22) + (in->x * matrix._12) + matrix._42;
- out->z = (in->z * matrix._33) + (in->y * matrix._23) + (in->x * matrix._13) + matrix._43;
- float temp = 1.0f / out->z;
- out->x *= temp * screen.x;
- out->y *= temp * screen.y;
- return true;
- }
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