{
vector vel;
vel = delta + 2 * delta2 * phasepos;
- vel_z = -vel_z; // invert z velocity
vel = vectoangles(vel);
+ vel_x = -vel_x; // flip up / down orientation
self.owner.angles = vel;
}
self.nextthink = nexttick;
cp = world;
if(cp) // bezier curves movement
- org = vectoangles(cp.origin - (self.origin + self.mins)); // use the origin of the control point of the next path_corner
+ org = cp.origin - (self.origin + self.mins); // use the origin of the control point of the next path_corner
else // linear movement
- org = vectoangles(targ.origin - (self.origin + self.mins)); // use the origin of the next path_corner
+ org = targ.origin - (self.origin + self.mins); // use the origin of the next path_corner
+ org = vectoangles(org);
org_x = -org_x; // flip up / down orientation
if(self.wait >= 0) // slow turning