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SIMD refactor
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@@ -331,7 +331,7 @@ void CGunWeapon::Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CT
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if (mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot && x200_beamId != CPlayerState::EBeamId::Ice)
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{
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/* Hot Draw */
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zeus::CColor mulColor(flags.x4_color.a, flags.x4_color.a);
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zeus::CColor mulColor(flags.x4_color.a(), flags.x4_color.a());
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zeus::CColor addColor(0.25f, 0.25f);
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if (x218_29_drawHologram)
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{
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@@ -457,7 +457,7 @@ void CGunWeapon::LoadProjectileData(CStateManager& mgr)
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trat->GetValue(0, tratVal);
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x1d0_velInfo.x24_trat.push_back(tratVal);
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x1d0_velInfo.x1c_targetHoming.push_back(x144_weapons[i]->x29_HOMG);
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if (weaponVel.y > 0.f)
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if (weaponVel.y() > 0.f)
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x1d0_velInfo.x0_vel.back() *= zeus::CVector3f(60.f);
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else
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x1d0_velInfo.x0_vel.back() = zeus::CVector3f::skForward;
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