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Do not rotate MD2
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c2fc146e2b
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@ -63,6 +63,10 @@ static void packFrameData(DSGM_Model *mdl, md2_frame_t *f) {
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f->min = vect(mulf32(f->min.x, f->scale.x) * 128 * 32, mulf32(f->min.y, f->scale.y) * 128 * 32, mulf32(f->min.z, f->scale.z) * 128 * 32);
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f->max = vect(mulf32(f->max.x, f->scale.x) * 128 * 32, mulf32(f->max.y, f->scale.y) * 128 * 32, mulf32(f->max.z, f->scale.z) * 128 * 32);
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//f->min = vect(f->min.x * f->scale.x, f->min.y * f->scale.y, f->min.z * f->scale.z);
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//f->max = vect(f->max.x * f->scale.x, f->max.y * f->scale.y, f->max.z * f->scale.z);
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f->min = addVect(f->min, f->translate);
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f->max = addVect(f->max, f->translate);
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}
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@ -341,7 +345,7 @@ void DSGM_RenderModelFrame(int n, const DSGM_Model *mdl) {
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glPushMatrix();
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glRotateXi(-(1<<13));
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//glRotateXi(-(1<<13));
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// vect3D u=vect(inttof32(1),0,0);
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@ -389,7 +393,7 @@ void DSGM_RenderModelFrameInterp(int n, int n2, int m, bool t, const DSGM_Model
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glPushMatrix();
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glRotateXi(-(1<<13));
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//glRotateXi(-(1<<13));
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glTranslate3f32(pframe->translate.x+((pframe2->translate.x-pframe->translate.x)*m)/4,pframe->translate.y+((pframe2->translate.y-pframe->translate.y)*m)/4,pframe->translate.z+((pframe2->translate.z-pframe->translate.z)*m)/4);
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