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gml_GlobalScript_d3d_transform_add_rotation_x

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function d3d_transform_add_rotation_x(argument0) //gml_Script_d3d_transform_add_rotation_x
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{
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    var c = dcos(argument0)
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    var s = dsin(argument0)
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    var mT = matrix_build_identity()
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    mT[5] = c
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    mT[6] = (-s)
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    mT[9] = s
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    mT[10] = c
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    var m = matrix_get(2)
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    var mR = matrix_multiply(m, mT)
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    matrix_set(2, mR)
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}