void fixedmakevectors(vector a); #define fixedvectoangles2 vectoangles2 #define fixedvectoangles vectoangles vector AnglesTransform_Apply(vector transform, vector v); vector AnglesTransform_Multiply(vector t1, vector t2); vector AnglesTransform_Invert(vector transform); vector AnglesTransform_TurnDirectionFU(vector transform); vector AnglesTransform_TurnDirectionFR(vector transform); vector AnglesTransform_Divide(vector to_transform, vector from_transform); vector AnglesTransform_Normalize(vector t, float minimize_roll); // makes sure all angles are in their range: yaw in -180..180, pitch in -90..90, roll in -180..180 (or if minimize_roll is set, pitch in -180..180, roll in -90..90) vector AnglesTransform_ApplyToAngles(vector transform, vector v); vector AnglesTransform_ApplyToVAngles(vector transform, vector v);