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Fixed calculations for HMM_Rotate
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@@ -809,15 +809,15 @@ HMM_Rotate(float Angle, hmm_vec3 Axis)
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float CosValue = 1.0f - CosTheta;
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Result.Elements[0][0] = (Axis.X * Axis.X * CosValue) + CosTheta;
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Result.Elements[0][1] = (Axis.X * Axis.Y * CosValue) - (Axis.Z * SinTheta);
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Result.Elements[0][2] = (Axis.X * Axis.Z * CosValue) + (Axis.Y * SinTheta);
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Result.Elements[0][1] = (Axis.X * Axis.Y * CosValue) + (Axis.Z * SinTheta);
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Result.Elements[0][2] = (Axis.X * Axis.Z * CosValue) - (Axis.Y * SinTheta);
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Result.Elements[1][0] = (Axis.Y * Axis.X * CosValue) + (Axis.Z * SinTheta);
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Result.Elements[1][0] = (Axis.Y * Axis.X * CosValue) - (Axis.Z * SinTheta);
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Result.Elements[1][1] = (Axis.Y * Axis.Y * CosValue) + CosTheta;
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Result.Elements[1][2] = (Axis.Y * Axis.Z * CosValue) - (Axis.X * SinTheta);
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Result.Elements[1][2] = (Axis.Y * Axis.Z * CosValue) + (Axis.X * SinTheta);
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Result.Elements[2][0] = (Axis.Z * Axis.X * CosValue) - (Axis.Y * SinTheta);
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Result.Elements[2][1] = (Axis.Z * Axis.Y * CosValue) + (Axis.X * SinTheta);
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Result.Elements[2][0] = (Axis.Z * Axis.X * CosValue) + (Axis.Y * SinTheta);
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Result.Elements[2][1] = (Axis.Z * Axis.Y * CosValue) - (Axis.X * SinTheta);
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Result.Elements[2][2] = (Axis.Z * Axis.Z * CosValue) + CosTheta;
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return (Result);
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