d3dx9: Use float functions in D3DXQuaternionLn().
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@ -1305,23 +1305,23 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, CONST D3DXQUA
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return pout;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq)
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D3DXQUATERNION * WINAPI D3DXQuaternionLn(D3DXQUATERNION *out, const D3DXQUATERNION *q)
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{
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FLOAT t;
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TRACE("(%p, %p)\n", pout, pq);
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TRACE("out %p, q %p\n", out, q);
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if ( (pq->w >= 1.0f) || (pq->w == -1.0f) )
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if ((q->w >= 1.0f) || (q->w == -1.0f))
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t = 1.0f;
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else
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t = acos( pq->w ) / sqrt( 1.0f - pq->w * pq->w );
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t = acosf(q->w) / sqrtf(1.0f - q->w * q->w);
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pout->x = t * pq->x;
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pout->y = t * pq->y;
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pout->z = t * pq->z;
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pout->w = 0.0f;
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out->x = t * q->x;
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out->y = t * q->y;
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out->z = t * q->z;
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out->w = 0.0f;
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return pout;
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return out;
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}
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D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, CONST D3DXQUATERNION *pq1, CONST D3DXQUATERNION *pq2)
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