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SIMD refactor

This commit is contained in:
Jack Andersen
2018-12-07 15:49:15 -10:00
parent e1fa938127
commit 7c7da6671a
201 changed files with 2475 additions and 1906 deletions

View File

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