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


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