diff --git a/bot/bot.vcproj b/bot/bot.vcproj
index a3c8799..c7f520d 100644
--- a/bot/bot.vcproj
+++ b/bot/bot.vcproj
@@ -363,6 +363,12 @@
 		<File
 			RelativePath=".\main.h">
 		</File>
+		<File
+			RelativePath=".\mathutils.cpp">
+		</File>
+		<File
+			RelativePath=".\mathutils.h">
+		</File>
 		<File
 			RelativePath=".\resource.h">
 		</File>
diff --git a/bot/mathutils.cpp b/bot/mathutils.cpp
new file mode 100644
index 0000000..e2a3c49
--- /dev/null
+++ b/bot/mathutils.cpp
@@ -0,0 +1,144 @@
+
+#include "main.h"
+
+#ifndef copysign
+	#define copysign _copysign
+#endif
+
+#ifndef MAX
+	#define MAX(x, y) ((x) < (y) ? (y) : (x))
+#endif
+
+//----------------------------------------------------
+
+void CrossProduct(PVECTOR result, PVECTOR v1, PVECTOR v2)
+{
+	result->X = v1->Y * v2->Z - v1->Z * v2->Y;
+	result->Y = v1->Z * v2->X - v1->X * v2->Z;
+	result->Z = v1->X * v2->Y - v1->Y * v2->X;
+}
+
+//----------------------------------------------------
+
+void TransformVector(PVECTOR result, PMATRIX4X4 m, PVECTOR v)
+{
+	result->X = m->at.X * v->Z + m->right.X * v->X + m->up.X * v->Y + m->pos.X;
+	result->Y = m->at.Y * v->Z + m->right.Y * v->X + m->up.Y * v->Y + m->pos.Y;
+	result->Z = m->at.Z * v->Z + m->right.Z * v->X + m->up.Z * v->Y + m->pos.Z;
+}
+
+//----------------------------------------------------
+
+void MatrixToQuaternion(float m00, float m01, float m02,
+						float m10, float m11, float m12,
+						float m20, float m21, float m22,
+						float &qw, float &qx, float &qy, float &qz)
+{
+	float tw = sqrt(MAX(m00 + 1.0f + m11 + m22, 0.0f)) / 2.0f;
+	float tx = sqrt(MAX(m00 + 1.0f - m11 - m22, 0.0f)) / 2.0f;
+	float ty = sqrt(MAX(1.0f - m00 + m11 - m22, 0.0f)) / 2.0f;
+	float tz = sqrt(MAX(1.0f - m00 - m11 + m22, 0.0f)) / 2.0f;
+
+	if(tw < 0.0f) tw = 0.0f;
+	if(tx < 0.0f) tx = 0.0f;
+	if(ty < 0.0f) ty = 0.0f;
+	if(tz < 0.0f) tz = 0.0f;
+
+	float x = (float)copysign(tx, m21 - m12);
+	float y = (float)copysign(ty, m02 - m20);
+	float z = (float)copysign(tz, m10 - m01);
+
+	qw = tw;
+	qx = x;
+	qy = y;
+	qz = z;
+}
+
+//----------------------------------------------------
+
+void QuaternionToMatrix(float qw, float qx, float qy, float qz,
+						float &m00, float &m01, float &m02,
+						float &m10, float &m11, float &m12,
+						float &m20, float &m21, float &m22)
+{
+	float ww = qw * qw;
+	float xx = qx * qx;
+	float yy = qy * qy;
+	float zz = qz * qz;
+	m00 = xx - yy - zz + ww;
+	m11 = yy - xx - zz + ww;
+	m22 = zz - (yy + xx) + ww;
+
+	float xy = qx * qy;
+	float wz = qw * qz;
+	m10 = wz + xy + wz + xy;
+	m01 = xy - wz + xy - wz;
+
+	float xz = qx * qz;
+	float wy = qw * qy;
+	m20 = xz - wy + xz - wy;
+	m02 = wy + xz + wy + xz;
+
+	float yz = qy * qz;
+	float wx = qw * qx;
+	m21 = wx + yz + wx + yz;
+	m12 = yz - wx + yz - wx;
+}
+
+//----------------------------------------------------
+
+void QuaternionToMatrix(PQUATERNION q, PMATRIX4X4 m)
+{
+	QuaternionToMatrix(q->W, q->X, q->Y, q->Z,
+					   m->right.X, m->right.Y, m->right.Z,
+					   m->up.X, m->up.Y, m->up.Z,
+					   m->at.X, m->at.Y, m->at.Z);
+}
+
+//----------------------------------------------------
+
+void MatrixToQuaternion(PMATRIX4X4 m, PQUATERNION q)
+{
+	MatrixToQuaternion(m->right.X, m->right.Y, m->right.Z,
+					   m->up.X, m->up.Y, m->up.Z,
+					   m->at.X, m->at.Y, m->at.Z,
+					   q->W, q->X, q->Y, q->Z);
+}
+
+//----------------------------------------------------
+
+void EulerToQuaternion(PVECTOR v, PQUATERNION q)
+{
+	float cz = cosf(v->Z * 0.5f);
+	float cy = cosf(v->Y * 0.5f);
+	float cx = cosf(v->X * 0.5f);
+	float sz = sinf(v->Z * 0.5f);
+	float sy = sinf(v->Y * 0.5f);
+	float sx = sinf(v->X * 0.5f);
+
+	q->W = cz * cy * cx + sz * sy * sx;
+	q->X = cz * cy * sx - sz * sy * cx;
+	q->Y = cz * sy * cx + sz * cy * sx;
+	q->Z = sz * cy * cx - cz * sy * sx;
+}
+
+//----------------------------------------------------
+
+void QuaternionToEuler(PQUATERNION q, PVECTOR v)
+{
+	float sqw = q->W * q->W;
+	float sqx = q->X * q->X;
+	float sqy = q->Y * q->Y;
+	float sqz = q->Z * q->Z;
+
+	float t0 = q->X * q->Y + q->Z * q->W;
+	v->X = atan2f(t0 + t0, sqx - sqy - sqz + sqw);
+
+	v->Y = asinf((q->X * q->Z - q->Y * q->W) * -2.0f);
+
+	float t1 = q->Y * q->Z + q->X * q->W;
+	v->Z = atan2f(t1 + t1, -sqx - sqy + sqz + sqw);
+}
+
+//----------------------------------------------------
+// EOF
diff --git a/bot/mathutils.h b/bot/mathutils.h
new file mode 100644
index 0000000..7e1449b
--- /dev/null
+++ b/bot/mathutils.h
@@ -0,0 +1,13 @@
+
+#pragma once
+
+//----------------------------------------------------
+
+void CrossProduct(PVECTOR result, PVECTOR v1, PVECTOR v2);
+void TransformVector(PVECTOR result, PMATRIX4X4 m, PVECTOR v);
+void QuaternionToMatrix(PQUATERNION q, PMATRIX4X4 m);
+void MatrixToQuaternion(PMATRIX4X4 m, PQUATERNION q);
+void EulerToQuaternion(PVECTOR v, PQUATERNION q);
+void QuaternionToEuler(PQUATERNION q, PVECTOR v);
+
+//----------------------------------------------------