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q3tonorm by JazzD
CVector3 q3toNorm(CVector3 &inp) 
{
    // Notice that we need to convert quake coordinate system to ours, the formula is:
            // NewX = QuakeX
            // NewY = QuakeZ
            // NewZ = -QuakeY
    CVector3 outp;

    outp.x = inp.x;
    outp.y = inp.z;
    outp.z = inp.y * -1;

    return outp;
}