moved source and text to american spelling
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
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@@ -195,7 +195,7 @@ static PyObject *Quaternion_getattr(QuaternionObject * self, char *name)
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for(x = 0; x < 3; x++) {
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vec[x] = (float)(self->quat[x + 1] / mag);
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}
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Normalise(vec);
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Normalize(vec);
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//If the axis of rotation is 0,0,0 set it to 1,0,0 - for zero-degree rotations
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if( EXPP_FloatsAreEqual(vec[0], 0.0f, 10) &&
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EXPP_FloatsAreEqual(vec[1], 0.0f, 10) &&
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