Avoid unnecessary division
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@ -4027,12 +4027,11 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVertexData2s)
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LOG_FORWARD("D3DDevice_SetVertexData4f");
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float fa = a / 32767.0f;
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float fb = b / 32767.0f;
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float fa, fb;
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switch (Register) {
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// Special case: If the input register is a color, don't transform!
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// Test case: Halo
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switch (Register) {
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case X_D3DVSDE_DIFFUSE:
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case X_D3DVSDE_SPECULAR:
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case X_D3DVSDE_BACKDIFFUSE:
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@ -4040,6 +4039,10 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVertexData2s)
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fa = a;
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fb = b;
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break;
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default:
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fa = a / 32767.0f;
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fb = b / 32767.0f;
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break;
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}
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EMUPATCH(D3DDevice_SetVertexData4f)(Register, fa, fb, 0.0f, 1.0f);
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@ -4330,10 +4333,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVertexData4s)
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LOG_FORWARD("D3DDevice_SetVertexData4f");
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float fa = a / 32767.0f;
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float fb = b / 32767.0f;
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float fc = c / 32767.0f;
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float fd = d / 32767.0f;
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float fa, fb, fc, fd;
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// Special case: If the input register is a color, don't transform!
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// Test case: Halo
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@ -4347,6 +4347,12 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVertexData4s)
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fc = c;
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fd = d;
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break;
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default:
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fa = a / 32767.0f;
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fb = b / 32767.0f;
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fc = c / 32767.0f;
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fd = d / 32767.0f;
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break;
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}
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EMUPATCH(D3DDevice_SetVertexData4f)(Register, fa, fb, fc, fd);
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