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@@ -170,18 +170,16 @@ namespace Spine {
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ty = targetY - bone.worldY;
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ty = targetY - bone.worldY;
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break;
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break;
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case TransformMode.NoRotationOrReflection: {
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case TransformMode.NoRotationOrReflection: {
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- rotationIK += (float)Math.Atan2(pc, pa) * MathUtils.RadDeg;
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- float ps = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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- pb = -pc * ps;
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- pd = pa * ps;
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- float x = targetX - p.worldX, y = targetY - p.worldY;
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- float d = pa * pd - pb * pc;
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- tx = (x * pd - y * pb) / d - bone.ax;
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- ty = (y * pa - x * pc) / d - bone.ay;
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- break;
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- }
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+ float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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+ float sa = pa / bone.skeleton.ScaleX;
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+ float sc = pc / bone.skeleton.ScaleY;
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+ pb = -sc * s * bone.skeleton.ScaleX;
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+ pd = sa * s * bone.skeleton.ScaleY;
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+ rotationIK += (float)Math.Atan2(pc, pa) * MathUtils.RadDeg;
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+ goto default; // Fall through.
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+ }
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default: {
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default: {
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- float x = targetX - p.worldX, y = targetY - p.worldY;
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+ float x = targetX - p.worldX, y = targetY - p.worldY;
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float d = pa * pd - pb * pc;
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float d = pa * pd - pb * pc;
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tx = (x * pd - y * pb) / d - bone.ax;
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tx = (x * pd - y * pb) / d - bone.ax;
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ty = (y * pa - x * pc) / d - bone.ay;
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ty = (y * pa - x * pc) / d - bone.ay;
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