}
}
-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);