inline Vector3 operator*(const Vector3& a, float f)
return Vector3(a.x*f, a.y*f, a.x*f);
I think I need to take a break...
Also, for anyone who has the Quake II source code handy - how does it decide where the base of a model is? The Gladiator model has a base of around -25.0f on Y, but I suspect that's arbitrary. I'll check the source when I get home (I have it on my main PC).