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public: matrixlib: cleanup unused functions
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@@ -217,13 +217,10 @@ void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3]
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void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 );
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void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax );
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void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z );
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void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 );
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void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out );
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void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out );
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void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 );
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#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, m_matrix4x4_identity )
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#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
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@@ -233,15 +230,10 @@ void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out
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void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] );
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void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
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void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin );
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void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
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void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
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void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin );
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void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z );
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void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
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void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out );
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void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 );
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qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
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float V_CalcFov( float *fov_x, float width, float height );
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