Valve, why did you do VectorNormalize() instead of Vector::Normalize() ? Why the change? Trying to glean a bit of speed? Why does it return the most useless value ever: a float? Why doesn't it return the normalized vector?
This change makes code much more cumbersome. For example, what used to be this: const Vector vecUp = Vector(m_vecUp.x, m_vecUp.y, 0).Normalize(); is now this: Vector vecUp = Vector(m_vecUp.x, m_vecUp.y, 0); VectorNormalize(vecUp); Was there a good reason for this change, and if so what is it? -- Jorge "Vino" Rodriguez _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

