use more BLI math functions.
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@@ -1729,8 +1729,7 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
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mul_qt_v3(rot, vtan);
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mul_qt_v3(rot, utan);
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VECCOPY(p_vel, state.vel);
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speed=normalize_v3(p_vel);
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speed= normalize_v3_v3(p_vel, state.vel);
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mul_v3_fl(p_vel, dot_v3v3(r_vel, p_vel));
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VECSUB(p_vel, r_vel, p_vel);
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normalize_v3(p_vel);
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@@ -1871,18 +1870,15 @@ void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime,
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/* *emitter object orientation */
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if(part->ob_vel[0]!=0.0) {
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VECCOPY(vec, ob->obmat[0]);
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normalize_v3(vec);
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normalize_v3_v3(vec, ob->obmat[0]);
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VECADDFAC(vel, vel, vec, part->ob_vel[0]);
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}
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if(part->ob_vel[1]!=0.0) {
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VECCOPY(vec, ob->obmat[1]);
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normalize_v3(vec);
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normalize_v3_v3(vec, ob->obmat[1]);
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VECADDFAC(vel, vel, vec, part->ob_vel[1]);
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}
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if(part->ob_vel[2]!=0.0) {
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VECCOPY(vec, ob->obmat[2]);
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normalize_v3(vec);
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normalize_v3_v3(vec, ob->obmat[2]);
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VECADDFAC(vel, vel, vec, part->ob_vel[2]);
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}
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