// TOCHECK: what is this function supposed to do?
#define bit2i(n) log2i((n) << 1)
+// boolean XOR (why doesn't C have the ^^ operator for this purpose?)
+#define boolxor(a,b) (!(a) != !(b))
+
// returns the smallest integer greater than or equal to "value", or 0 if "value" is too big
unsigned int CeilPowerOf2(unsigned int value);
#define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f))
#define RAD2DEG(a) ((a) * (180.0f / (float) M_PI))
-#define ANGLEMOD(a) (((int) ((a) * (65536.0f / 360.0f)) & 65535) * (360.0f / 65536.0f))
+#define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0))
#define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3])
#define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0)
void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up);
// LordHavoc: builds a [3][4] matrix
void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]);
+// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors
+void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch);
// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);