cp = world;
if(cp) // bezier curves movement
- org = normalize(cp.origin - (self.origin - self.mins)); // use the origin of the control point of the next path_corner
+ org = vectoangles(cp.origin - self.origin); // use the origin of the control point of the next path_corner
else // linear movement
- org = normalize(targ.origin - (self.origin - self.mins)); // use the origin of the next path_corner
+ org = vectoangles(targ.origin - self.origin); // use the origin of the next path_corner
if(self.wait >= 0) // slow turning
{
return;
}
else // instant turning
- self.angles = vectoangles(org);
+ self.angles = org;
}
if(self.noise != "")