vector destangle;
destangle = delta + 2 * delta2 * phasepos;
destangle = vectoangles(destangle);
- destangle_x = -destangle_x;
+ destangle_x = -destangle_x; // flip up / down orientation
// take the shortest distance for the angles
self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5);
self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5);
self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5);
- adelta = destangle - self.owner.angles; // flip up / down orientation
+ adelta = destangle - self.owner.angles;
}
if(nexttick < self.animstate_endtime) {
veloc = nextpos - self.owner.origin;