// mathlib.h
typedef float vec_t;
+typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
+typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];
+typedef vec_t vec6_t[6];
+typedef vec_t vec7_t[7];
+typedef vec_t vec8_t[8];
typedef int fixed4_t;
typedef int fixed8_t;
#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))
+#define VectorScaleQuick(in, scale, out) {(out)[0] = (in)[0] * (scale);(out)[1] = (in)[1] * (scale);(out)[2] = (in)[2] * (scale);}
+#define VectorMAQuick(a, scale, b, c) {(c)[0] = (a)[0] + (scale) * (b)[0];(c)[1] = (a)[1] + (scale) * (b)[1];(c)[2] = (a)[2] + (scale) * (b)[2];}
void VectorMA (vec3_t veca, float scale, vec3_t vecb, vec3_t vecc);
void VectorScale (vec3_t in, vec_t scale, vec3_t out);
int Q_log2(int val);
+#define NUMVERTEXNORMALS 162
+extern float m_bytenormals[NUMVERTEXNORMALS][3];
+
+byte NormalToByte(vec3_t n);
+void ByteToNormal(byte num, vec3_t n);
+
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 AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
float anglemod(float a);
+// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful!
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);
void BoxOnPlaneSideClassify(struct mplane_s *p);