d3dx9: Get rid of redundant temporary variable in D3DXQuaternionInverse.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1376,19 +1376,16 @@ D3DXQUATERNION * WINAPI D3DXQuaternionExp(D3DXQUATERNION *out, const D3DXQUATERN
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D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUATERNION *pq)
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{
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D3DXQUATERNION out;
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FLOAT norm;
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TRACE("pout %p, pq %p\n", pout, pq);
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norm = D3DXQuaternionLengthSq(pq);
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out.x = -pq->x / norm;
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out.y = -pq->y / norm;
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out.z = -pq->z / norm;
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out.w = pq->w / norm;
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*pout =out;
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pout->x = -pq->x / norm;
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pout->y = -pq->y / norm;
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pout->z = -pq->z / norm;
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pout->w = pq->w / norm;
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return pout;
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}
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