.vector movement;
- // angles of the player's view (as opposed to his model which uses `.vector angles;`)
- // x is pitch, y is yaw, z is roll
+ // angles of the player's view (as opposed to his model which uses `.vector angles;`) in degrees
+ // x is pitch: positive means down (unlike .angles)
+ // y is yaw: between -180 and 180, increases when turning left
+ // z is roll: positive means tilted clockwise, usually is 0
+ // when .fixangle is set, .v_angle will be set to .angles in the next frame
.vector v_angle;
.entity hook;
.vector origin;
-// angles of the player's model (as opposed to his view which uses `.vector v_angle;`)
-// x is pitch, y is yaw, z is roll
+// angles of the player's model (as opposed to his view which uses `.vector v_angle;`) in degrees
+// x is pitch: positive means up (unlike .v_angle), usually is 0
+// y is yaw: between -180 and 180, increases when turning left
+// z is roll: positive means tilted clockwise, usually is 0
.vector angles;
/*