cp = world;
if(cp) // bezier curves movement
- org = cp.origin - (self.origin + self.mins); // use the origin of the control point of the next path_corner
+ org = vectoangles(cp.origin - (self.origin + self.mins)); // use the origin of the control point of the next path_corner
else // linear movement
- org = targ.origin - (self.origin + self.mins); // use the origin of the next path_corner
- org_z = -org_z;
- org = vectoangles(org);
+ org = vectoangles(targ.origin - (self.origin + self.mins)); // use the origin of the next path_corner
+ org_x = -org_x; // flip up / down orientation
if(self.wait >= 0) // slow turning
{