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Fixed IK bug.
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@ -99,8 +99,8 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
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psy = -psy;
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s2 = -s2;
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}
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u = psx - psy;
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u = u < 0 ? -u : u <= 0.0001f;
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r = psx - psy;
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u = (r < 0 ? -r : r) <= 0.0001f;
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if (!u && cy != 0) {
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cwx = parent->a * cx + parent->worldX;
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cwy = parent->c * cx + parent->worldY;
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