#pragma once float CalcMovementToTargetTime( float &fCurSpeed, float fElapsedTime, float fTargetTime, float fAccel ); float CalcMovement( float &fCurSpeed, float fElapsedTime, float fMaxSpeed, float fMinSpeed, float fAccel ); float CalcResistance( float fCurSpeed, float fElapsedTime, float fMaxSpeed, float fMinSpeed, float fElapsedDist ); EtVector3 CalcHoming( DWORD dwTotalTime, DWORD dwElapsedTime, EtVector3 &vStartPos, EtVector3 &vTargetPos, EtVector3 &vViewVec );