fix UB shit
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@ -3218,7 +3218,7 @@ CCamera::GetLookDirection(void)
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Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT ||
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Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT ||
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Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED)
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Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED)
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return Cams[ActiveCam].DirectionWasLooking;
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return Cams[ActiveCam].DirectionWasLooking;
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return LOOKING_FORWARD;;
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return LOOKING_FORWARD;
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}
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}
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bool
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bool
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@ -22,8 +22,8 @@ CSprite::CalcHorizonCoors(void)
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bool
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bool
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CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, bool farclip)
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CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh, bool farclip)
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{
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{
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CVector viewvec = TheCamera.m_viewMatrix * *(CVector*)∈
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CVector viewvec = TheCamera.m_viewMatrix * in;
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*out = *(RwV3d*)&viewvec;
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*out = viewvec;
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if(out->z <= CDraw::GetNearClipZ() + 1.0f) return false;
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if(out->z <= CDraw::GetNearClipZ() + 1.0f) return false;
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if(out->z >= CDraw::GetFarClipZ() && farclip) return false;
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if(out->z >= CDraw::GetFarClipZ() && farclip) return false;
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float recip = 1.0f/out->z;
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float recip = 1.0f/out->z;
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