INNER CODE UNIT · C

ZVector

ForsakenX/forsaken · 2dpolys.c:1749

						   	ZVector = FmPolys[ i ].DirVector;					/* Calc Forward Vector */
						}
						else
						{
							YVector.x = (float) sin( D2R( FmPolys[ i ].Rot ) ); /* Calc Up Vector */
							YVector.y = (float) cos( D2R( FmPolys[ i ].Rot ) );
							YVector.z = 0.0F;
							ZVector = Forward;

							if( FmPolys[ i ].Flags & FM_FLAG_RELATIVE )
							{
								QuatFromDirAndUp( &FmPolys[i].DirVector, &FmPolys[i].UpVector, &TempQuat );
								QuatToMatrix( &TempQuat, &TempMatrix );
								ApplyMatrix( &TempMatrix, &YVector, &YVector );
								ApplyMatrix( &TempMatrix, &ZVector, &ZVector );
							}

							MatrixCopy = CurrentCamera.Mat;

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