d3dx9: Remove unneeded variables.
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@ -348,66 +348,70 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, cons
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return pout;
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}
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D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
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D3DXMATRIX * WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
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const D3DXVECTOR3 *up)
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{
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D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
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D3DXVECTOR3 right, upn, vec;
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TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup);
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TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
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D3DXVec3Subtract(&vec2, pat, peye);
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D3DXVec3Normalize(&vec, &vec2);
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D3DXVec3Cross(&right, pup, &vec);
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D3DXVec3Cross(&up, &vec, &right);
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D3DXVec3Normalize(&rightn, &right);
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D3DXVec3Normalize(&upn, &up);
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pout->u.m[0][0] = rightn.x;
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pout->u.m[1][0] = rightn.y;
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pout->u.m[2][0] = rightn.z;
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pout->u.m[3][0] = -D3DXVec3Dot(&rightn,peye);
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pout->u.m[0][1] = upn.x;
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pout->u.m[1][1] = upn.y;
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pout->u.m[2][1] = upn.z;
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pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
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pout->u.m[0][2] = vec.x;
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pout->u.m[1][2] = vec.y;
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pout->u.m[2][2] = vec.z;
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pout->u.m[3][2] = -D3DXVec3Dot(&vec, peye);
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pout->u.m[0][3] = 0.0f;
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pout->u.m[1][3] = 0.0f;
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pout->u.m[2][3] = 0.0f;
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pout->u.m[3][3] = 1.0f;
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return pout;
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D3DXVec3Subtract(&vec, at, eye);
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D3DXVec3Normalize(&vec, &vec);
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D3DXVec3Cross(&right, up, &vec);
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D3DXVec3Cross(&upn, &vec, &right);
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D3DXVec3Normalize(&right, &right);
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D3DXVec3Normalize(&upn, &upn);
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out->u.m[0][0] = right.x;
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out->u.m[1][0] = right.y;
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out->u.m[2][0] = right.z;
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out->u.m[3][0] = -D3DXVec3Dot(&right, eye);
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out->u.m[0][1] = upn.x;
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out->u.m[1][1] = upn.y;
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out->u.m[2][1] = upn.z;
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out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
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out->u.m[0][2] = vec.x;
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out->u.m[1][2] = vec.y;
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out->u.m[2][2] = vec.z;
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out->u.m[3][2] = -D3DXVec3Dot(&vec, eye);
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out->u.m[0][3] = 0.0f;
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out->u.m[1][3] = 0.0f;
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out->u.m[2][3] = 0.0f;
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out->u.m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye, const D3DXVECTOR3 *pat, const D3DXVECTOR3 *pup)
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D3DXMATRIX * WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *out, const D3DXVECTOR3 *eye, const D3DXVECTOR3 *at,
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const D3DXVECTOR3 *up)
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{
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D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
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D3DXVECTOR3 right, upn, vec;
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TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup);
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TRACE("out %p, eye %p, at %p, up %p\n", out, eye, at, up);
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D3DXVec3Subtract(&vec2, pat, peye);
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D3DXVec3Normalize(&vec, &vec2);
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D3DXVec3Cross(&right, pup, &vec);
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D3DXVec3Cross(&up, &vec, &right);
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D3DXVec3Normalize(&rightn, &right);
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D3DXVec3Normalize(&upn, &up);
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pout->u.m[0][0] = -rightn.x;
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pout->u.m[1][0] = -rightn.y;
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pout->u.m[2][0] = -rightn.z;
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pout->u.m[3][0] = D3DXVec3Dot(&rightn,peye);
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pout->u.m[0][1] = upn.x;
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pout->u.m[1][1] = upn.y;
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pout->u.m[2][1] = upn.z;
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pout->u.m[3][1] = -D3DXVec3Dot(&upn, peye);
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pout->u.m[0][2] = -vec.x;
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pout->u.m[1][2] = -vec.y;
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pout->u.m[2][2] = -vec.z;
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pout->u.m[3][2] = D3DXVec3Dot(&vec, peye);
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pout->u.m[0][3] = 0.0f;
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pout->u.m[1][3] = 0.0f;
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pout->u.m[2][3] = 0.0f;
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pout->u.m[3][3] = 1.0f;
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return pout;
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D3DXVec3Subtract(&vec, at, eye);
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D3DXVec3Normalize(&vec, &vec);
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D3DXVec3Cross(&right, up, &vec);
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D3DXVec3Cross(&upn, &vec, &right);
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D3DXVec3Normalize(&right, &right);
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D3DXVec3Normalize(&upn, &upn);
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out->u.m[0][0] = -right.x;
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out->u.m[1][0] = -right.y;
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out->u.m[2][0] = -right.z;
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out->u.m[3][0] = D3DXVec3Dot(&right, eye);
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out->u.m[0][1] = upn.x;
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out->u.m[1][1] = upn.y;
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out->u.m[2][1] = upn.z;
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out->u.m[3][1] = -D3DXVec3Dot(&upn, eye);
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out->u.m[0][2] = -vec.x;
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out->u.m[1][2] = -vec.y;
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out->u.m[2][2] = -vec.z;
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out->u.m[3][2] = D3DXVec3Dot(&vec, eye);
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out->u.m[0][3] = 0.0f;
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out->u.m[1][3] = 0.0f;
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out->u.m[2][3] = 0.0f;
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out->u.m[3][3] = 1.0f;
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return out;
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}
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D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
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