#pragma once struct Vector { float X = 0.f; float Y = 0.f; float Z = 0.f; Vector(float X = 0, float Y = 0, float Z = 0) { this->X = X; this->Y = Y; this->Z = Z; } Vector operator + (const Vector& input) { return Vector(this->X + input.X, this->Y + input.Y, this->Z + input.Z); } Vector operator - (const Vector& input) { return Vector(this->X - input.X, this->Y - input.Y, this->Z - input.Z); } Vector operator * (const Vector& input) { return Vector(this->X * input.X, this->Y * input.Y, this->Z * input.Z); } Vector operator / (const Vector& input) { return Vector(this->X / input.X, this->Y / input.Y, this->Z / input.Z); } }; typedef Vector QAngle;