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Better root flipY logic.
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b85d1e3b9f
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@ -76,7 +76,7 @@ void spBone_updateWorldTransform (spBone* self, int flipX, int flipY) {
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self->data->inheritRotation ? self->parent->worldRotation + self->rotation : self->rotation;
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} else {
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CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
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CONST_CAST(float, self->worldY) = (flipY != yDown) ? -self->y : self->y;
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CONST_CAST(float, self->worldY) = (flipY && flipY != yDown) ? -self->y : self->y;
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CONST_CAST(float, self->worldScaleX) = self->scaleX;
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CONST_CAST(float, self->worldScaleY) = self->scaleY;
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CONST_CAST(float, self->worldRotation) = self->rotation;
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@ -85,7 +85,7 @@ namespace Spine {
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worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
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} else {
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worldX = flipX ? -x : x;
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worldY = (flipY != yDown) ? -y : y;
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worldY = (flipY && flipY != yDown) ? -y : y;
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worldScaleX = scaleX;
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worldScaleY = scaleY;
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worldRotation = rotation;
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