#define bound(min,num,max) (num >= min ? (num < max ? num : max) : min)
+#define VectorNegate(a,b) {b[0] = -(a[0]);b[1] = -(a[1]);b[2] = -(a[2]);}
+#define VectorSet(a,b,c,d) {d[0]=(a);d[1]=(b);d[2]=(c);}
+#define VectorClear(a) {a[0]=a[1]=a[2]=0;}
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
#define CrossProduct(v1,v2,cross) {cross[0] = v1[1]*v2[2] - v1[2]*v2[1];cross[1] = v1[2]*v2[0] - v1[0]*v2[2];cross[2] = v1[0]*v2[1] - v1[1]*v2[0];}
-#define VectorNormalize(v) {float ilength;if ((ilength = sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]))) {ilength = 1/ilength;v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}}
-#define VectorNormalize2(v,dest) {float ilength;if ((ilength = sqrt (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]))) {ilength = 1/ilength;dest[0] = v[0] * ilength;dest[1] = v[1] * ilength;dest[2] = v[2] * ilength;}}
+#define VectorNormalize(v) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));v[0] *= ilength;v[1] *= ilength;v[2] *= ilength;}
+#define VectorNormalize2(v,dest) {float ilength = 1.0f / (float) sqrt(DotProduct(v,v));dest[0] = v[0] * ilength;dest[1] = v[1] * ilength;dest[2] = v[2] * ilength;}
+#define VectorDistance2(a, b) ((a[0] - b[0]) * (a[0] - b[0]) + (a[1] - b[1]) * (a[1] - b[1]) + (a[2] - b[2]) * (a[2] - b[2]))
+#define VectorDistance(a, b) (sqrt(VectorDistance2(a,b)))
+#define VectorLength(a) sqrt(DotProduct(a, a))
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
int VectorCompare (vec3_t v1, vec3_t v2);
vec_t Length (vec3_t v);
-//void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
float VectorNormalizeLength (vec3_t v); // returns vector length
float VectorNormalizeLength2 (vec3_t v, vec3_t dest); // returns vector length
void VectorInverse (vec3_t v);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
-void FloorDivMod (double numer, double denom, int *quotient,
- int *rem);
-fixed16_t Invert24To16(fixed16_t val);
+void FloorDivMod (double numer, double denom, int *quotient, int *rem);
int GreatestCommonDivisor (int i1, int i2);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
-//int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
float anglemod(float a);
: \
(p)->BoxOnPlaneSideFunc( (emins), (emaxs), (p)))
-// BoxOnPlaneSide( (emins), (emaxs), (p)))
-
-#define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal))
-#define PlaneDiff(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] - (plane)->dist : DotProduct((point), (plane)->normal) - (plane)->dist)
+#define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal))
+#define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist)
#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))