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@ -201,8 +201,6 @@ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset );
@@ -201,8 +201,6 @@ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset );
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void AngleQuaternion( const vec3_t angles, vec4_t q, qboolean studio ); |
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void QuaternionAngle( const vec4_t q, vec3_t angles ); |
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void QuaternionSlerp( const vec4_t p, const vec4_t q, float t, vec4_t qt ); |
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float RemapVal( float val, float A, float B, float C, float D ); |
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float ApproachVal( float target, float value, float speed ); |
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//
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// matrixlib.c
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