return transform;
}
-vector AnglesTransform_Divide(vector to_transform, vector from_transform)
+vector AnglesTransform_RightDivide(vector to_transform, vector from_transform)
{
return AnglesTransform_Multiply(to_transform, AnglesTransform_Invert(from_transform));
}
+vector AnglesTransform_LeftDivide(vector from_transform, vector to_transform)
+{
+ return AnglesTransform_Multiply(AnglesTransform_Invert(from_transform), to_transform);
+}
+
vector AnglesTransform_Normalize(vector t, float minimize_roll)
{
float need_flip;