world matrix for RB on client fix
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@ -138,9 +138,9 @@ bool C_Object::InitRB(RBInitData RBInit)
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}
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void C_Object::updateRBWorld()
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void C_Object::updateRBWorld()
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{
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{
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
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Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
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Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
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RBworld = translation * rot * scale;
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RBworld = translation * rot * scale;
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}
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}
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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Oyster::Math::Float4x4 C_Object::getRBWorld() const
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