--- /dev/null
+/*
+ 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 c;
+ c_x = v_x + f;
+ c_y = v_y + f;
+ c_z = v_z + f;
+ return c;
+}
+vector vec_to_min (vector a, vector b) {
+ vector c;
+ c_x = min (a_x, b_x);
+ c_y = min (a_y, b_y);
+ c_z = min (a_z, b_z);
+ return c;
+}
+
+vector vec_to_max (vector a, vector b) {
+ vector c;
+ c_x = max (a_x, b_x);
+ c_y = max (a_y, b_y);
+ c_z = max (a_z, b_z);
+ return c;
+}
+
+// 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 c, d, e;
+
+ d = vec_to_min(a,b);
+ e = vec_to_max(a,b);
+
+ c = vec_to_max(point, d);
+ c = vec_to_min(c, e);
+
+ return c;
+
+}
+
+vector vec_bounds_out (vector point, vector a, vector b) {
+ vector c, d, e;
+
+ d = vec_to_max(a,b);
+ e = vec_to_min(a,b);
+
+ c = vec_to_max(point, d);
+ c = vec_to_min(c, e);
+
+ return c;
+
+}
+
+float angle_snap_f (float f, float increment){
+
+ float i;
+ for (i = 0; i <= 360; ){
+ if (f <= i - increment)
+ return i - increment;
+ i = i + increment;
+ }
+
+ return 0;
+}
+
+vector angle_snap_vec (vector v, float increment) {
+ vector c;
+ c_x = angle_snap_f (v_x, increment);
+ c_y = angle_snap_f (v_y, increment);
+ c_z = angle_snap_f (v_z, increment);
+ return c;
+}
+
+vector aim_vec (vector origin, vector target) {
+ vector v;
+ //we float around x and y, but rotate around z
+ v_x = target_x - origin_x;
+ v_y = target_y - origin_y;
+ v_z = origin_z - target_z;
+ //get the angles actual
+ return vectoangles(normalize(v));
+}