-#include "quakedef.h"
-
+#include "darkplaces.h"
#include <math.h>
-#include "matrixlib.h"
#ifdef _MSC_VER
-#pragma warning(disable : 4244) // LordHavoc: MSVC++ 4 x86, double/float
-#pragma warning(disable : 4305) // LordHavoc: MSVC++ 6 x86, double/float
+#pragma warning(disable : 4244) // LadyHavoc: MSVC++ 4 x86, double/float
+#pragma warning(disable : 4305) // LadyHavoc: MSVC++ 6 x86, double/float
#endif
const matrix4x4_t identitymatrix =
}
}
-void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out)
+void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle)
{
// Sorry - this isn't direct at all. We can't just use an alternative to
// Matrix4x4_CreateFromQuakeEntity as in some cases the input for
scaleleft = VectorNormalizeLength(left);
scaleup = VectorNormalizeLength(up);
AnglesFromVectors(angles, forward, up, false);
- AngleVectorsDuke3DFLU(angles, forward, left, up);
+ AngleVectorsDuke3DFLU(angles, forward, left, up, maxShearAngle);
VectorScale(forward, scaleforward, forward);
VectorScale(left, scaleleft, left);
VectorScale(up, scaleup, up);
#endif
}
-// LordHavoc: I got this code from:
+// LadyHavoc: I got this code from:
//http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
void Matrix4x4_FromDoom3Joint(matrix4x4_t *m, double ox, double oy, double oz, double x, double y, double z)
{