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added wrappers around math functions
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@ -135,8 +135,8 @@ CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r
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void
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CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
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{
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -261,8 +261,8 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z,
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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// TODO: replace with lookup
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -313,8 +313,8 @@ void
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CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -365,8 +365,8 @@ void
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CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, float w, float h, uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2, float cx, float cy, float recipz, float rotation, uint8 a)
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -572,8 +572,8 @@ CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w
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{
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m_bFlushSpriteBufferSwitchZTest = 1;
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CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha);
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex],
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x + c*w - s*h,
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