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Can anyone see anything wrong with this?

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And more importantly, are there any boundary conditions I should know about? It''s probably something really obvious, but under certain conditions using this code it can do really weird things.
// Create 2D versions of the vectors to work with

		XYDir = D3DXVECTOR2(vDir.x, vDir.y);
		XZDir = D3DXVECTOR2(vDir.x, vDir.z);
		XYVel = D3DXVECTOR2(vVelocity.x, vVelocity.y);
		XZVel = D3DXVECTOR2(vVelocity.x, vVelocity.z);

		// Normalize the velocity vectors

		D3DXVec2Normalize(&NXYVel, &XYVel);
		D3DXVec2Normalize(&NXZVel, &XZVel);
		D3DXVec2Normalize(&NXYDir, &XYDir);
		D3DXVec2Normalize(&NXZDir, &XZDir);
		// Calculate the dot products

		float XYDot, XZDot;
		XYDot = (float)acos((double)D3DXVec2Dot(&NXYVel, &NXYDir));
		XZDot = (float)acos((double)D3DXVec2Dot(&NXZVel, &NXZDir));
		// Calculate the Forward and Up Values using the XY plane

		float Forward, Up;
		Forward = (float)cos((double)XYDot) * D3DXVec2Length(&XYVel);
		Up = (float)sin((double)XYDot) * D3DXVec2Length(&XYVel);
		// Calculate the Right value using the XZ plane

		float Right;
		Right = (float)sin((double)XYDot) * D3DXVec2Length(&XZVel);

		// Fill out the vModelV values

		vModelV = D3DXVECTOR3(Right, Up, Forward);
Essentially its purpose is to take the orientation vectors and the vVelocity world-space vector and work out what the multiplier is for each of the orientation vectors to re-create the world space vector. The thing is, I''m not sure its entirely right but I''m also unsure where I''m going wrong - can anyone help me clean it up? ##UnknownPlayer##

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