bool unnamed_1(PVECTOR vec); // unused bool unnamed_2(PVECTOR vec); bool unnamed_3(PVECTOR vec); float GetLength(PVECTOR vec); void CrossProduct(PVECTOR out, PVECTOR vec1, PVECTOR vec2); // unused void Transform(PVECTOR out, PMATRIX4X4 mat, PVECTOR vec); // unused 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); 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); void MatrixToQuaternion(PMATRIX4X4 mat, PQUATERNION quat); void QuaternionToMatrix(PQUATERNION quat, PMATRIX4X4 mat); float GetNormalisation(PVECTOR vec); void ToQuaternion(PVECTOR vec, PQUATERNION quat); // unused void ToEulerAngles(PQUATERNION quat, PVECTOR vec); // unused