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Modified HMM_Rotate
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@@ -809,12 +809,12 @@ HMM_Rotate(float Angle, hmm_vec3 Axis)
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Result.Elements[0][1] = (Axis.X * Axis.Y * (1.0f - CosTheta)) - (Axis.Z * SinTheta);
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Result.Elements[0][2] = (Axis.X * Axis.Z * (1.0f - CosTheta)) + (Axis.Y * SinTheta);
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Result.Elements[1][0] = (Axis.X * Axis.Y * (1.0f - CosTheta)) + (Axis.Z * SinTheta);
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Result.Elements[1][0] = (Axis.Y * Axis.X * (1.0f - CosTheta)) + (Axis.Z * SinTheta);
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Result.Elements[1][1] = (Axis.Y * Axis.Y * (1.0f - CosTheta)) + CosTheta;
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Result.Elements[1][2] = (Axis.Y * Axis.Z * (1.0f - CosTheta)) - (Axis.X * SinTheta);
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Result.Elements[2][0] = (Axis.X * Axis.Z * (1.0f - CosTheta)) - (Axis.Y * SinTheta);
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Result.Elements[2][1] = (Axis.Y * Axis.Z * (1.0f - CosTheta)) + (Axis.X * SinTheta);
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Result.Elements[2][0] = (Axis.Z * Axis.X * (1.0f - CosTheta)) - (Axis.Y * SinTheta);
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Result.Elements[2][1] = (Axis.Z * Axis.Y * (1.0f - CosTheta)) + (Axis.X * SinTheta);
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Result.Elements[2][2] = (Axis.Z * Axis.Z * (1.0f - CosTheta)) + CosTheta);
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return (Result);
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