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Use precompiled headers, fix weak data issues
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@@ -51,8 +51,7 @@ public:
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virtual ~J3DMtxCalcBasic() {}
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virtual void init(const Vec& vec, const Mtx& mtx) {
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J3DSys::mCurrentS = vec;
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// TODO: Same issue as J3DMtxCalcMaya::init.
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// J3DSys::mParentS = (Vec){1.0f, 1.0f, 1.0f};
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J3DSys::mParentS = (Vec){1.0f, 1.0f, 1.0f};
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J3DSys::mCurrentMtx[0][0] = mtx[0][0] * J3DSys::mCurrentS.x;
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J3DSys::mCurrentMtx[0][1] = mtx[0][1] * J3DSys::mCurrentS.y;
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J3DSys::mCurrentMtx[0][2] = mtx[0][2] * J3DSys::mCurrentS.z;
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@@ -94,11 +93,7 @@ public:
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J3DMtxCalcMaya() : J3DMtxCalcBasic() {}
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virtual ~J3DMtxCalcMaya() {}
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virtual void init(const Vec& vec, const Mtx& mtx) {
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// TODO: This breaks some TUs by adding extra data ({0x3F800000, 0x3F800000, 0x3F800000})
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// This seems to be responsible for the @2100 Vec literal that gets added to most TUs.
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// The strange part is that @2100 needs to be in the .data section, but uncommenting this
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// will put it in the .rodata sections.
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// J3DSys::mParentS = (Vec){1.0f, 1.0f, 1.0f};
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J3DSys::mParentS = (Vec){1.0f, 1.0f, 1.0f};
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J3DSys::mCurrentS = vec;
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J3DSys::mCurrentMtx[0][0] = mtx[0][0] * J3DSys::mCurrentS.x;
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J3DSys::mCurrentMtx[0][1] = mtx[0][1] * J3DSys::mCurrentS.y;
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