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Fix CalcScreenCoors... again
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@ -29,11 +29,7 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
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float recip = 1.0f/out->z;
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float recip = 1.0f/out->z;
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out->x *= SCREEN_WIDTH * recip;
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out->x *= SCREEN_WIDTH * recip;
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out->y *= SCREEN_HEIGHT * recip;
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out->y *= SCREEN_HEIGHT * recip;
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#ifdef ASPECT_RATIO_SCALE
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float fov = CDraw::ConvertFOV(DefaultFOV);
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#else
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const float fov = DefaultFOV;
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const float fov = DefaultFOV;
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#endif
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// this is used to scale correctly if you zoom in with sniper rifle
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// this is used to scale correctly if you zoom in with sniper rifle
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float fovScale = fov / CDraw::GetFOV();
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float fovScale = fov / CDraw::GetFOV();
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