Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: RageMath
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Peter S. May (GetHashForString implementation)
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-----------------------------------------------------------------------------
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*/
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#include "RageMath.h"
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#include "RageTypes.h"
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#include "D3DX8Math.h"
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void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV )
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{
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D3DXVec2Normalize( (D3DXVECTOR2*)pOut, (const D3DXVECTOR2*)pV );
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}
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void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
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{
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D3DXVec3TransformCoord( (D3DXVECTOR3*)pOut, (const D3DXVECTOR3*)pV, (const D3DXMATRIX*)pM );
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}
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void RageMatrixIdentity( RageMatrix* pOut )
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{
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D3DXMatrixIdentity( (D3DXMATRIX*)pOut );
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}
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void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB )
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{
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D3DXMatrixMultiply( (D3DXMATRIX*)pOut, (const D3DXMATRIX*)pA, (const D3DXMATRIX*)pB );
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}
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void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z )
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{
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D3DXMatrixTranslation( (D3DXMATRIX*)pOut, x, y, z );
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}
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void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z )
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{
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D3DXMatrixScaling( (D3DXMATRIX*)pOut, x, y, z );
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}
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void RageMatrixRotationX( RageMatrix* pOut, float theta )
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{
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D3DXMatrixRotationX( (D3DXMATRIX*)pOut, theta );
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}
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void RageMatrixRotationY( RageMatrix* pOut, float theta )
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{
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D3DXMatrixRotationY( (D3DXMATRIX*)pOut, theta );
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}
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void RageMatrixRotationZ( RageMatrix* pOut, float theta )
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{
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D3DXMatrixRotationZ( (D3DXMATRIX*)pOut, theta );
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}
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void RageMatrixOrthoOffCenterLH( RageMatrix* pOut, float l, float r, float b, float t, float zn, float zf )
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{
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D3DXMatrixOrthoOffCenterLH( (D3DXMATRIX*)pOut, l, r, b, t, zn, zf );
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}
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void RageMatrixLookAtLH( RageMatrix* pOut, const RageVector3* pEye, const RageVector3* pAt, const RageVector3* pUp )
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{
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D3DXMatrixLookAtLH( (D3DXMATRIX*)pOut, (const D3DXVECTOR3*)pEye, (const D3DXVECTOR3*)pAt, (const D3DXVECTOR3*)pUp );
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}
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void RageMatrixPerspectiveFovLH( RageMatrix* pOut, float fovy, float Aspect, float zn, float zf )
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{
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D3DXMatrixPerspectiveFovLH( (D3DXMATRIX*)pOut, fovy, Aspect, zn, zf );
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}
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