}
#endif
+#define lhcheeserand() (seed = (seed * 987211u) ^ (seed >> 13u) ^ 914867)
+#define lhcheeserandom(MIN,MAX) ((double)(lhcheeserand() + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN))
+#define VectorCheeseRandom(v) do{(v)[0] = lhcheeserandom(-1, 1);(v)[1] = lhcheeserandom(-1, 1);(v)[2] = lhcheeserandom(-1, 1);}while(DotProduct(v, v) > 1)
+
/*
// LordHavoc: quaternion math, untested, don't know if these are correct,
// need to add conversion to/from matrices
void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f);
+int LoopingFrameNumberFromDouble(double t, int loopframes);
+
#endif