/* Copyright (C) 2015 Micah Talkiewicz. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ vector vec_bias(vector v, float f); vector vec_to_min (vector a, vector b); 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 vector vec_bounds_in (vector point, vector a, vector b); vector vec_bounds_out (vector point, vector a, vector b); float angle_snap_f (float f, float increment); vector angle_snap_vec (vector v, float increment); vector aim_vec (vector origin, vector target);