xmult = d3d->mask2texture_multx;
ymult = d3d->mask2texture_multy;
- d3d->mask2rect.left *= (LONG)xmult;
- d3d->mask2rect.right *= (LONG)xmult;
- d3d->mask2rect.top *= (LONG)ymult;
- d3d->mask2rect.bottom *= (LONG)ymult;
+ d3d->mask2rect.left = (LONG)(d3d->mask2rect.left * xmult);
+ d3d->mask2rect.right = (LONG)(d3d->mask2rect.right * xmult);
+ d3d->mask2rect.top = (LONG)(d3d->mask2rect.top * ymult);
+ d3d->mask2rect.bottom = (LONG)(d3d->mask2rect.bottom * ymult);
d3d->mask2texture_wwx = d3d->mask2texture_w * xmult;
if (d3d->mask2texture_wwx > d3d->window_w)
d3d->mask2texture_wwx = (float)d3d->window_w;