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// BlitzUtility - Expanding the normal Blitz functionality.
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// Copyright (C) 2015 Project Kube (Michael Fabian Dirks)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/*
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#pragma once
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#include "dllmain.h"
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#ifndef _USE_MATH_DEFINES
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#define _USE_MATH_DEFINES
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#include <math.h>
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#undef _USE_MATH_DEFINES
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#endif
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struct Vector3 {
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union {
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float X;
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char Xc[4];
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};
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union {
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float Y;
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char Yc[4];
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};
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union {
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float Z;
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char Zc[4];
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};
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void set(const float &o);
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void set(const float &x, const float &y, const float &z);
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void set(const Vector3 &o);
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void add(const float &o);
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void add(const float &x, const float &y, const float &z);
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void add(const Vector3 &o);
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void sub(const float &o);
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void sub(const float &x, const float &y, const float &z);
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void sub(const Vector3 &o);
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void mul(const float &o);
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void mul(const float &x, const float &y, const float &z);
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void mul(const Vector3 &o);
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void div(const float &o);
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void div(const float &x, const float &y, const float &z);
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void div(const Vector3 &o);
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float length();
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float distance(const float &x, const float &y, const float &z);
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float distance(const Vector3 &o);
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float dot(const float &x, const float &y, const float &z);
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float dot(const Vector3 &o);
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Vector3 cross(const float &x, const float &y, const float &z);
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Vector3 cross(const Vector3 &o);
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void normalize();
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void rotate(float &pitch, float &yaw, float &roll);
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void rotateAround(const float &x, const float &y, const float &z, float &pitch, float &yaw, float &roll);
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void rotateAround(Vector3 &o, float &pitch, float &yaw, float &roll);
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float deltaPitch();
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float deltaPitch(const float &x, const float &y, const float &z);
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float deltaPitch(Vector3 &o);
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float deltaYaw();
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float deltaYaw(const float &x, const float &y, const float &z);
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float deltaYaw(Vector3 &o);
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char* serialize();
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void deserialize(char* o);
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// BlitzUtility - Expanding the normal Blitz functionality.
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// Copyright (C) 2015 Project Kube (Michael Fabian Dirks)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/*
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#pragma once
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#include "dllmain.h"
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#ifndef _USE_MATH_DEFINES
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#define _USE_MATH_DEFINES
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#include <math.h>
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#undef _USE_MATH_DEFINES
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#endif
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struct Vector3 {
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union {
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float X;
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char Xc[4];
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};
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union {
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float Y;
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char Yc[4];
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};
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union {
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float Z;
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char Zc[4];
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};
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void set(const float &o);
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void set(const float &x, const float &y, const float &z);
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void set(const Vector3 &o);
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void add(const float &o);
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void add(const float &x, const float &y, const float &z);
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void add(const Vector3 &o);
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void sub(const float &o);
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void sub(const float &x, const float &y, const float &z);
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void sub(const Vector3 &o);
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void mul(const float &o);
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void mul(const float &x, const float &y, const float &z);
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void mul(const Vector3 &o);
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void div(const float &o);
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void div(const float &x, const float &y, const float &z);
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void div(const Vector3 &o);
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float length();
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float distance(const float &x, const float &y, const float &z);
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float distance(const Vector3 &o);
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float dot(const float &x, const float &y, const float &z);
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float dot(const Vector3 &o);
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Vector3 cross(const float &x, const float &y, const float &z);
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Vector3 cross(const Vector3 &o);
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void normalize();
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void rotate(float &pitch, float &yaw, float &roll);
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void rotateAround(const float &x, const float &y, const float &z, float &pitch, float &yaw, float &roll);
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void rotateAround(Vector3 &o, float &pitch, float &yaw, float &roll);
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float deltaPitch();
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float deltaPitch(const float &x, const float &y, const float &z);
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float deltaPitch(Vector3 &o);
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float deltaYaw();
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float deltaYaw(const float &x, const float &y, const float &z);
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float deltaYaw(Vector3 &o);
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char* serialize();
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void deserialize(char* o);
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};*/
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