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- fixed A_Face angle calculation.
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@ -2820,7 +2820,7 @@ void A_Face(AActor *self, AActor *other, DAngle max_turn, DAngle max_pitch, DAng
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self->flags &= ~MF_AMBUSH;
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DAngle other_angle = self->AngleTo(other);
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DAngle delta = deltaangle(self->Angles.Yaw, other_angle);
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DAngle delta = -deltaangle(self->Angles.Yaw, other_angle);
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// 0 means no limit. Also, if we turn in a single step anyways, no need to go through the algorithms.
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// It also means that there is no need to check for going past the other.
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