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@@ -172,7 +172,7 @@ namespace Spine {
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ty = targetY - bone.worldY;
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break;
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case TransformMode.NoRotationOrReflection: {
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- float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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+ float s = Math.Abs(pa * pd - pb * pc) / Math.Max(0.0001f, 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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@@ -182,7 +182,7 @@ namespace Spine {
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}
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default: {
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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 = Math.Max(0.0001f, 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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@@ -256,7 +256,7 @@ namespace Spine {
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b = pp.b;
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c = pp.c;
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d = pp.d;
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- float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
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+ float id = 1 / Math.Max(0.0001f, a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
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float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
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float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
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if (l1 < 0.0001f) {
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