NSMonster: disable yaw interpolation for now.
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1 changed files with 6 additions and 4 deletions
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@ -776,6 +776,9 @@ NSMonster::GetYawSpeed(void)
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void
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NSMonster::_LerpTurnToYaw(vector turnYaw)
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{
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#if 1
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angles[1] = input_angles[1] = v_angle[1] = turnYaw[1];
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#else
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float turnSpeed = GetYawSpeed();
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vector vecWishAngle = turnYaw;
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float yawDiff = anglesub(turnYaw[1], v_angle[1]);
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@ -813,17 +816,14 @@ NSMonster::_LerpTurnToYaw(vector turnYaw)
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makevectors(v_angle);
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vecWishAngle = vectoangles( v_forward );
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angles[1] = input_angles[1] = v_angle[1] = vecWishAngle[1];
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#endif
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}
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void
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NSMonster::_LerpTurnToPos(vector turnPos)
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{
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vector vecWishAngle = vectoangles(turnPos - origin);
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#if 1
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_LerpTurnToYaw(vecWishAngle);
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#else
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angles[1] = input_angles[1] = v_angle[1] = vecWishAngle[1];
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#endif
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}
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@ -1688,6 +1688,8 @@ NSMonster::Respawn(void)
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otherwise they may just fall through an entity (func_wall, func_train etc.)
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that came after this entity in the lump. */
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static void AdjustSpawnPos(void) {
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RestoreAngles();
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m_vecSequenceAngle = angles;
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SetOrigin(GetSpawnOrigin());
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DropToFloor();
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setorigin_safe(this, origin);
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