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Triple Style Check
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@@ -1601,9 +1601,9 @@ HMM_Quaternion_Slerp(hmm_quaternion QuaternionOne, hmm_quaternion QuaternionTwo,
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float Cos_Theta = HMM_Quaternion_Dot(QuaternionOne, QuaternionTwo);
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float Angle = HMM_ACosF(Cos_Theta);
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float S1 = HMM_SinF(1.0f - Time*angle);
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float S2 = HMM_SinF(Time*angle);
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float Is = 1.0f / HMM_SinF(angle);
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float S1 = HMM_SinF(1.0f - Time*Angle);
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float S2 = HMM_SinF(Time*Angle);
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float Is = 1.0f / HMM_SinF(Angle);
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QuaternionLeft.X = QuaternionTwo.X * S1;
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QuaternionLeft.Y = QuaternionTwo.Y * S1;
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