/** requires the same as boxesoverlap, but is a stronger condition */
float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
+#define PITCH(v) (v).x
+#define YAW(v) (v).y
+#define ROLL(v) (v).z
+
+#define MAKEVECTORS(f, angles, forward, right, up) do { \
+ f(angles); \
+ forward = v_forward; \
+ right = v_right; \
+ up = v_up; \
+} while (0)
noref vector _vec2;
#define vec2(v) (_vec2 = (v), _vec2.z = 0, _vec2)