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@@ -69,7 +69,7 @@ GNU General Public License for more details.
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#define Q_recip( a ) ((float)(1.0f / (float)(a)))
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#define Q_floor( a ) ((float)(long)(a))
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#define Q_ceil( a ) ((float)(long)((a) + 1))
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#define Q_round( x, y ) (floor( x / y + 0.5 ) * y )
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#define Q_rint(x) ((x) < 0 ? ((int)((x)-0.5f)) : ((int)((x)+0.5f)))
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#define IS_NAN(x) (((*(int *)&x) & (255<<23)) == (255<<23))
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@@ -131,6 +131,7 @@ int PlaneTypeForNormal( const vec3_t normal );
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int NearestPOW( int value, qboolean roundDown );
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void SinCos( float radians, float *sine, float *cosine );
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float VectorNormalizeLength2( const vec3_t v, vec3_t out );
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qboolean VectorCompareEpsilon( const vec3_t vec1, const vec3_t vec2, vec_t epsilon );
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void VectorVectors( const vec3_t forward, vec3_t right, vec3_t up );
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void VectorAngles( const float *forward, float *angles );
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void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
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@@ -166,10 +167,12 @@ void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matri
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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, matrix4x4_identity )
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#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
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