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@ -317,12 +317,12 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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screenz = NearScreenZ;
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recipz = RecipNearClip;
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//z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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z = RwCameraGetNearClipPlane(Scene.camera); // not done by game
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RwIm2DVertexSetScreenX(&verts[0], r.left);
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RwIm2DVertexSetScreenY(&verts[0], r.top);
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RwIm2DVertexSetScreenZ(&verts[0], screenz);
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//RwIm2DVertexSetCameraZ(&verts[0], z);
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RwIm2DVertexSetCameraZ(&verts[0], z);
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RwIm2DVertexSetRecipCameraZ(&verts[0], recipz);
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RwIm2DVertexSetIntRGBA(&verts[0], c2.r, c2.g, c2.b, c2.a);
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RwIm2DVertexSetU(&verts[0], u0, recipz);
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@ -331,7 +331,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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RwIm2DVertexSetScreenX(&verts[1], r.right);
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RwIm2DVertexSetScreenY(&verts[1], r.top);
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RwIm2DVertexSetScreenZ(&verts[1], screenz);
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//RwIm2DVertexSetCameraZ(&verts[1], z);
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RwIm2DVertexSetCameraZ(&verts[1], z);
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RwIm2DVertexSetRecipCameraZ(&verts[1], recipz);
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RwIm2DVertexSetIntRGBA(&verts[1], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&verts[1], u1, recipz);
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@ -340,7 +340,7 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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RwIm2DVertexSetScreenX(&verts[2], r.right);
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RwIm2DVertexSetScreenY(&verts[2], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[2], screenz);
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//RwIm2DVertexSetCameraZ(&verts[2], z);
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RwIm2DVertexSetCameraZ(&verts[2], z);
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RwIm2DVertexSetRecipCameraZ(&verts[2], recipz);
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RwIm2DVertexSetIntRGBA(&verts[2], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[2], u2, recipz);
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@ -349,30 +349,11 @@ CSprite2d::SetVertices(RwIm2DVertex *verts, const CRect &r, const CRGBA &c0, con
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RwIm2DVertexSetScreenX(&verts[3], r.left);
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RwIm2DVertexSetScreenY(&verts[3], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[3], screenz);
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//RwIm2DVertexSetCameraZ(&verts[3], z);
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RwIm2DVertexSetCameraZ(&verts[3], z);
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RwIm2DVertexSetRecipCameraZ(&verts[3], recipz);
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RwIm2DVertexSetIntRGBA(&verts[3], c0.r, c0.g, c0.b, c0.a);
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RwIm2DVertexSetU(&verts[3], u3, recipz);
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RwIm2DVertexSetV(&verts[3], v3, recipz);
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/*RwIm2DVertexSetScreenX(&verts[4], r.right);
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RwIm2DVertexSetScreenY(&verts[4], r.bottom);
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RwIm2DVertexSetScreenZ(&verts[4], screenz);
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RwIm2DVertexSetCameraZ(&verts[4], z);
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RwIm2DVertexSetRecipCameraZ(&verts[4], recipz);
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RwIm2DVertexSetIntRGBA(&verts[4], c1.r, c1.g, c1.b, c1.a);
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RwIm2DVertexSetU(&verts[4], u3, recipz);
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RwIm2DVertexSetV(&verts[4], v3, recipz);
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RwIm2DVertexSetScreenX(&verts[5], r.right);
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RwIm2DVertexSetScreenY(&verts[5], r.top);
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RwIm2DVertexSetScreenZ(&verts[5], screenz);
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RwIm2DVertexSetCameraZ(&verts[5], z);
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RwIm2DVertexSetRecipCameraZ(&verts[5], recipz);
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RwIm2DVertexSetIntRGBA(&verts[5], c3.r, c3.g, c3.b, c3.a);
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RwIm2DVertexSetU(&verts[5], u1, recipz);
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RwIm2DVertexSetV(&verts[5], v1, recipz);*/
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}
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void
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