mirror of
https://github.com/nzp-team/fteqw.git
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432bc96456
HTTP client code now tracks the reason for failure better (so we can distinguish between dns, no response, disconnects, and tls cert issues). Downloads menu shows reasons for failure for its various sources. make hexen2's +infoplaque button work even when tab isn't held! Yes! usability! who'd a thought it? Try to clean up some client-only build issues. Added 'librequake' as a recognised game name (mostly so that we can reuse the quake-specific engine compat settings. .map support now supports patches enough to query+create(+network)+select them. Collisions are basically defective though. qcc: Remove char as default keyword. qcc: Fix some recent regressions. sv: Add 'sv_protocol csqc' setting to force csqc protocols on clients that disabled handshakes, for mods that NEED csqc support. other options include 'fte1' and 'fte2', if you want to force extra stuff. Engines that don't support the selected protocols will crash out so only set these if your mod/map always requires it. sv: default to qw physics whenever a mod defines the SV_RunClientCommand, even if its an nq mod. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5775 fc73d0e0-1445-4013-8a0c-d673dee63da5
222 lines
12 KiB
C
222 lines
12 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// mathlib.h
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typedef float vec_t;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef int ivec_t;
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typedef ivec_t ivec2_t[2];
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typedef ivec_t ivec3_t[3];
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typedef ivec_t ivec4_t[4];
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typedef ivec_t ivec5_t[5];
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/*16-byte aligned vectors, for auto-vectorising, should propogate to structs
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sse and altivec can unroll loops using aligned reads, which should be faster... 4 at once.
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*/
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typedef FTE_ALIGN(16) vec3_t avec3_t;
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typedef FTE_ALIGN(16) vec4_t avec4_t;
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typedef FTE_ALIGN(4) qbyte byte_vec4_t[4];
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//VECV_STRIDE is used only as an argument for opengl.
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#ifdef FTE_TARGET_WEB
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//emscripten is alergic to explicit strides without packed attributes, at least in emulated code.
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//so we need to keep everything packed. screw sse-friendly packing.
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#define vecV_t vec3_t
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#define VECV_STRIDE 0
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#else
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#define vecV_t avec4_t
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#define VECV_STRIDE sizeof(vecV_t)
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#endif
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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struct mplane_s;
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extern vec3_t vec3_origin;
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#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
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#define nanmask (255<<23)
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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#define FloatInterpolate(a, bness, b, c) ((c) = (a) + (b - a)*bness)
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#define DotProduct_Double(x,y) ((double)(x)[0]*(double)(y)[0]+(double)(x)[1]*(double)(y)[1]+(double)(x)[2]*(double)(y)[2]) //cast to doubles, to try to replicate x87 precision in 64bit sse builds etc. there'll still be a precision difference though.
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#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
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#define DotProduct2(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1])
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#define DotProduct4(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]+(x)[3]*(y)[3])
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#define VectorSubtract(a,b,c) do{(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}while(0)
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#define VectorAdd(a,b,c) do{(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}while(0)
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#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
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#define VectorScale(a,s,b) do{(b)[0]=(s)*(a)[0];(b)[1]=(s)*(a)[1];(b)[2]=(s)*(a)[2];}while(0)
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#define VectorMul(a,s,b) do{(b)[0]=(s)[0]*(a)[0];(b)[1]=(s)[1]*(a)[1];(b)[2]=(s)[2]*(a)[2];}while(0)
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#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
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#define VectorSet(r,x,y,z) do{(r)[0] = x; (r)[1] = y;(r)[2] = z;}while(0)
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#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
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#define VectorLength(a) Length(a)
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#define VectorMA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];}while(0)
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#define VectorEquals(a,b) ((a)[0] == (b)[0] && (a)[1] == (b)[1] && (a)[2] == (b)[2])
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#define VectorAvg(a,b,c) ((c)[0]=((a)[0]+(b)[0])*0.5f,(c)[1]=((a)[1]+(b)[1])*0.5f, (c)[2]=((a)[2]+(b)[2])*0.5f)
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#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
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#define Vector2Clear(a) ((a)[0]=(a)[1]=0)
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#define Vector2Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];}while(0)
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#define Vector2Set(r,x,y) do{(r)[0] = x; (r)[1] = y;}while(0)
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#define Vector2MA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];}while(0)
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#define Vector2Interpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1])
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#define Vector4Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];}while(0)
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#define Vector4Scale(in,scale,out) ((out)[0]=(in)[0]*scale,(out)[1]=(in)[1]*scale,(out)[2]=(in)[2]*scale,(out)[3]=(in)[3]*scale)
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#define Vector4Add(a,b,c) ((c)[0]=(((a[0])+(b[0]))),(c)[1]=(((a[1])+(b[1]))),(c)[2]=(((a[2])+(b[2]))),(c)[3]=(((a[3])+(b[3]))))
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#define Vector4Set(r,x,y,z,w) (r)[0] = x, (r)[1] = y, (r)[2] = z, (r)[3]=w
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#define Vector4Interpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2]),FloatInterpolate((a)[3], bness, (b)[3], (c)[3])
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#define Vector4MA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];(c)[3] = (a)[3] + (s)*(b)[3];}while(0)
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typedef float matrix3x4[3][4];
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typedef float matrix3x3[3][3];
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#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
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(((p)->type < 3)? \
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( \
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((p)->dist <= (emins)[(p)->type])? \
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1 \
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: \
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( \
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((p)->dist >= (emaxs)[(p)->type])?\
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2 \
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: \
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3 \
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) \
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) \
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: \
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BoxOnPlaneSide( (emins), (emaxs), (p)))
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typedef struct {
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float m[4][4];
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} matrix4x4_t;
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//vec_t _DotProduct (vec3_t v1, vec3_t v2);
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//void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
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//void _VectorCopy (vec3_t in, vec3_t out);
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//void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
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void AddPointToBounds (const vec3_t v, vec3_t mins, vec3_t maxs);
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float anglemod (float a);
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void QDECL AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void QDECL AngleVectorsMesh (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void QDECL VectorAngles (const float *forward, const float *up, float *angles, qboolean meshpitch); //up may be NULL
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void VARGS BOPS_Error (void);
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int VARGS BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, const struct mplane_s *plane);
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void ClearBounds (vec3_t mins, vec3_t maxs);
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float ColorNormalize (const vec3_t in, vec3_t out);
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void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
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void FloorDivMod (double numer, double denom, int *quotient, int *rem);
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int GreatestCommonDivisor (int i1, int i2);
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fixed16_t Invert24To16 (fixed16_t val);
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vec_t Length (const vec3_t v);
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void MakeNormalVectors (const vec3_t forward, vec3_t right, vec3_t up);
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float Q_rsqrt(float number);
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/*
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_CM means column major.
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_RM means row major
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Note that openGL is column-major.
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Logical C code uses row-major.
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mat3x4 is always row-major (and functions can accept many RM mat4x4)
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*/
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void Matrix3_Multiply (vec3_t *in1, vec3_t *in2, vec3_t *out);
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void Matrix4x4_Identity(float *outm);
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qboolean Matrix4_Invert(const float *m, float *out);
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void Matrix3x4_Invert (const float *in1, float *out);
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void QDECL Matrix3x4_Invert_Simple (const float *in1, float *out);
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void Matrix3x4_InvertTo4x4_Simple (const float *in1, float *out);
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void Matrix3x3_RM_Invert_Simple(const vec3_t in[3], vec3_t out[3]);
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void Matrix4x4_RM_CreateTranslate (float *out, float x, float y, float z);
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void Matrix4x4_CM_CreateTranslate (float *out, float x, float y, float z);
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void Matrix4x4_CM_ModelMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
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void Matrix4x4_CM_ModelMatrix(float *modelview, vec_t x, vec_t y, vec_t z, vec_t pitch, vec_t yaw, vec_t roll, vec_t scale);
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void Matrix4x4_CM_ModelViewMatrix (float *modelview, const vec3_t viewangles, const vec3_t vieworg);
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void Matrix4x4_CM_ModelViewMatrixFromAxis (float *modelview, const vec3_t pn, const vec3_t right, const vec3_t up, const vec3_t vieworg);
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void Matrix4x4_CM_LightMatrixFromAxis(float *modelview, const vec3_t px, const vec3_t py, const vec3_t pz, const vec3_t vieworg); //
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void Matrix4_CreateFromQuakeEntity (float *matrix, float x, float y, float z, float pitch, float yaw, float roll, float scale);
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void Matrix4_Multiply (const float *a, const float *b, float *out);
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void Matrix3x4_Multiply(const float *a, const float *b, float *out);
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qboolean Matrix4x4_CM_Project (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
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void Matrix4x4_CM_Transform3x3(const float *matrix, const float *vector, float *product);
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void Matrix4x4_CM_Transform3 (const float *matrix, const float *vector, float *product);
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void Matrix4x4_CM_Transform4 (const float *matrix, const float *vector, float *product);
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void Matrix4x4_CM_Transform34(const float *matrix, const vec3_t vector, vec4_t product);
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void Matrix4x4_CM_UnProject (const vec3_t in, vec3_t out, const vec3_t viewangles, const vec3_t vieworg, float fovx, float fovy);
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void Matrix3x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
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void Matrix4x4_RM_FromVectors(float *out, const float vx[3], const float vy[3], const float vz[3], const float t[3]);
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void Matrix3x4_RM_ToVectors(const float *in, float vx[3], float vy[3], float vz[3], float t[3]);
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void Matrix3x4_RM_Transform3(const float *matrix, const float *vector, float *product);
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void Matrix3x4_RM_Transform3x3(const float *matrix, const float *vector, float *product);
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float *Matrix4x4_CM_NewRotation(float a, float x, float y, float z);
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float *Matrix4x4_CM_NewTranslation(float x, float y, float z);
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void Bones_To_PosQuat4(int numbones, const float *matrix, short *result);
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void QDECL GenMatrixPosQuat4Scale(const vec3_t pos, const vec4_t quat, const vec3_t scale, float result[12]);
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void QuaternionSlerp(const vec4_t p, vec4_t q, float t, vec4_t qt);
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#define AngleVectorsFLU(a,f,l,u) do{AngleVectors(a,f,l,u);VectorNegate(l,l);}while(0)
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//projection matricies of different types... gesh
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void Matrix4x4_CM_Orthographic (float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4x4_CM_OrthographicD3D(float *proj, float xmin, float xmax, float ymax, float ymin, float znear, float zfar);
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void Matrix4x4_CM_Projection_Offset(float *proj, float fovl, float fovr, float fovu, float fovd, float neard, float fard, qboolean d3d);
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void Matrix4x4_CM_Projection_Far(float *proj, float fovx, float fovy, float neard, float fard, qboolean d3d);
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void Matrix4x4_CM_Projection2 (float *proj, float fovx, float fovy, float neard);
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void Matrix4x4_CM_Projection_Inf(float *proj, float fovx, float fovy, float neard, qboolean d3d);
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fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
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int Q_log2 (int val);
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void Matrix3x4_InvertTo3x3(const float *in, float *result);
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fixed16_t Mul16_30 (fixed16_t multiplier, fixed16_t multiplicand);
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int Q_log2 (int val);
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void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
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void R_ConcatRotationsPad (float in1[3][4], float in2[3][4], float out[3][4]);
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void QDECL R_ConcatTransforms (const matrix3x4 in1, const matrix3x4 in2, matrix3x4 out);
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void R_ConcatTransformsAxis (const float in1[3][3], const float in2[3][4], float out[3][4]);
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void PerpendicularVector(vec3_t dst, const vec3_t src);
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void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
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void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result);
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int VectorCompare (const vec3_t v1, const vec3_t v2);
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int Vector4Compare (const vec4_t v1, const vec4_t v2);
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void VectorInverse (vec3_t v);
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void _VectorMA (const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
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float QDECL VectorNormalize (vec3_t v); // returns vector length
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vec_t QDECL VectorNormalize2 (const vec3_t v, vec3_t out);
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void VectorNormalizeFast(vec3_t v);
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void VectorTransform (const vec3_t in1, const matrix3x4 in2, vec3_t out);
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void VectorVectors (const vec3_t forward, vec3_t right, vec3_t up);
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