+#pragma once
+
/*
Copyright (C) 2015 Micah Talkiewicz.
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
+ERASEABLE
vector vec_bias(vector v, float f);
+ERASEABLE
vector vec_to_min(vector a, vector b);
+ERASEABLE
vector vec_to_max(vector a, vector b);
// there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
+ERASEABLE
vector vec_bounds_in(vector point, vector a, vector b);
+ERASEABLE
vector vec_bounds_out(vector point, vector a, vector b);
+ERASEABLE
float angle_snap_f(float f, float increment);
+ERASEABLE
vector angle_snap_vec(vector v, float increment);
-vector aim_vec(vector origin, vector target);
+ERASEABLE
+vector aim_vec(vector org, vector targ);