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public: fix -Wmissing-prototypes
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@@ -527,7 +527,7 @@ make sure quaternions are within 180 degrees of one another,
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if not, reverse q
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====================
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*/
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void QuaternionAlign( const vec4_t p, const vec4_t q, vec4_t qt )
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static void QuaternionAlign( const vec4_t p, const vec4_t q, vec4_t qt )
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{
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// decide if one of the quaternions is backwards
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float a = 0.0f;
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@@ -557,7 +557,7 @@ void QuaternionAlign( const vec4_t p, const vec4_t q, vec4_t qt )
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QuaternionSlerpNoAlign
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====================
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*/
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void QuaternionSlerpNoAlign( const vec4_t p, const vec4_t q, float t, vec4_t qt )
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static void QuaternionSlerpNoAlign( const vec4_t p, const vec4_t q, float t, vec4_t qt )
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{
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float omega, cosom, sinom, sclp, sclq;
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int i;
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