// FIXME: I fixed this function only for rotation around the main axes
void SUB_CalcAngleMove (entity this, vector destangle, float tspeedtype, float tspeed, void(entity this) func)
{
- vector delta;
- float traveltime;
-
if (!tspeed)
objerror (this, "No speed is defined!");
this.angles_y -= 360 * floor((this.angles_y - destangle_y) / 360 + 0.5);
this.angles_z -= 360 * floor((this.angles_z - destangle_z) / 360 + 0.5);
vector delta = destangle - this.angles;
+ float traveltime;
switch(tspeedtype)
{