self.tur_head.angles += dt * self.tur_head.move_avelocity;
// Simulate banking
- self.angles_z -= self.angles_z * dt * 2;
- self.angles_z = bound(-45, self.angles_z + ((self.move_angles_y - self.angles_y * -25) * dt), 45);
+ //self.angles_z -= self.angles_z * dt * 2;
+ //self.angles_z = bound(-45, self.angles_z + ((self.move_angles_y - self.angles_y * -25) * dt), 45);
self.angles_y = self.move_angles_y;
self.tur_head.solid = SOLID_NOT;
self.movetype = MOVETYPE_NOCLIP;
self.tur_head.movetype = MOVETYPE_NOCLIP;
- //self.draw = turret_draw;
+ self.draw = turret_draw;
self.entremove = turret_remove;
self.drawmask = MASK_NORMAL;
self.tur_head.drawmask = MASK_NORMAL;
// Find the diffrence between where we currently aim and where we want to aim
//move_angle = target_angle - (self.angles + self.tur_head.angles);
- move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
-
- move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
+ //move_angle = shortangle_vxy(move_angle,(self.angles + self.tur_head.angles));
+
+ move_angle = AnglesTransform_ToAngles(AnglesTransform_LeftDivide(AnglesTransform_FromAngles(self.angles), AnglesTransform_FromAngles(target_angle))) - self.tur_head.angles;
+ move_angle = shortangle_vxy(move_angle, self.tur_head.angles);
switch(self.track_type)
{