function d3d_transform_add_rotation_z(argument0) //gml_Script_d3d_transform_add_rotation_z { var c = dcos(argument0) var s = dsin(argument0) var mT = matrix_build_identity() mT[0] = c mT[1] = (-s) mT[4] = s mT[5] = c var m = matrix_get(2) var mR = matrix_multiply(m, mT) matrix_set(2, mR) }