d3dx9: Simplify D3DXVector*Normalize.
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@ -1588,7 +1588,6 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, C
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D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
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{
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D3DXVECTOR2 out;
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FLOAT norm;
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TRACE("(%p, %p)\n", pout, pv);
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@ -1596,15 +1595,15 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv)
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norm = D3DXVec2Length(pv);
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if ( !norm )
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{
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out.x = 0.0f;
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out.y = 0.0f;
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pout->x = 0.0f;
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pout->y = 0.0f;
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}
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else
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{
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out.x = pv->x / norm;
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out.y = pv->y / norm;
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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}
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*pout=out;
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return pout;
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}
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@ -1729,7 +1728,6 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv1, C
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D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
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{
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D3DXVECTOR3 out;
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FLOAT norm;
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TRACE("(%p, %p)\n", pout, pv);
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@ -1737,17 +1735,17 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, CONST D3DXVECTOR3 *pv)
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norm = D3DXVec3Length(pv);
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if ( !norm )
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{
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out.x = 0.0f;
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out.y = 0.0f;
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out.z = 0.0f;
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pout->x = 0.0f;
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pout->y = 0.0f;
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pout->z = 0.0f;
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}
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else
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{
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out.x = pv->x / norm;
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out.y = pv->y / norm;
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out.z = pv->z / norm;
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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pout->z = pv->z / norm;
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}
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*pout = out;
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return pout;
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}
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@ -1965,19 +1963,17 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv1, C
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D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
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{
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D3DXVECTOR4 out;
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FLOAT norm;
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TRACE("(%p, %p)\n", pout, pv);
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norm = D3DXVec4Length(pv);
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out.x = pv->x / norm;
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out.y = pv->y / norm;
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out.z = pv->z / norm;
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out.w = pv->w / norm;
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pout->x = pv->x / norm;
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pout->y = pv->y / norm;
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pout->z = pv->z / norm;
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pout->w = pv->w / norm;
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*pout = out;
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return pout;
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}
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