diff --git a/src/shared/NSMonster.qc b/src/shared/NSMonster.qc index 6ac2ba25..5e798aac 100644 --- a/src/shared/NSMonster.qc +++ b/src/shared/NSMonster.qc @@ -776,6 +776,9 @@ NSMonster::GetYawSpeed(void) void NSMonster::_LerpTurnToYaw(vector turnYaw) { +#if 1 + angles[1] = input_angles[1] = v_angle[1] = turnYaw[1]; +#else float turnSpeed = GetYawSpeed(); vector vecWishAngle = turnYaw; float yawDiff = anglesub(turnYaw[1], v_angle[1]); @@ -813,17 +816,14 @@ NSMonster::_LerpTurnToYaw(vector turnYaw) makevectors(v_angle); vecWishAngle = vectoangles( v_forward ); angles[1] = input_angles[1] = v_angle[1] = vecWishAngle[1]; +#endif } void NSMonster::_LerpTurnToPos(vector turnPos) { vector vecWishAngle = vectoangles(turnPos - origin); -#if 1 _LerpTurnToYaw(vecWishAngle); -#else - angles[1] = input_angles[1] = v_angle[1] = vecWishAngle[1]; -#endif } @@ -1688,6 +1688,8 @@ NSMonster::Respawn(void) otherwise they may just fall through an entity (func_wall, func_train etc.) that came after this entity in the lump. */ static void AdjustSpawnPos(void) { + RestoreAngles(); + m_vecSequenceAngle = angles; SetOrigin(GetSpawnOrigin()); DropToFloor(); setorigin_safe(this, origin);