void CObjectTeleporter::ShowDirectionArrow( bool bShow ) { if ( bShow != m_bShowDirectionArrow ) { if ( m_iDirectionBodygroup >= 0 ) { SetBodygroup( m_iDirectionBodygroup, bShow ? 1 : 0 ); } m_bShowDirectionArrow = bShow; if ( bShow ) { CObjectTeleporter *pMatch = GetMatchingTeleporter(); Assert( pMatch ); Vector vecToOwner = pMatch->GetAbsOrigin() - GetAbsOrigin(); QAngle angleToExit; VectorAngles( vecToOwner, Vector(0,0,1), angleToExit ); angleToExit -= GetAbsAngles(); // pose param is flipped and backwards, adjust. //m_flYawToExit = anglemod( -angleToExit.y + 180.0 ); m_flYawToExit = AngleNormalize( -angleToExit.y + 180.0 ); // For whatever reason the original code normalizes angle 0 to 360 while pose param // takes angle from -180 to 180. I have no idea how did this work properly // in official TF2 all this time. (Nicknine) } } }
void CObjectTeleporter::ShowDirectionArrow( bool bShow ) { if ( bShow != m_bShowDirectionArrow ) { if ( m_iDirectionBodygroup >= 0 ) { SetBodygroup( m_iDirectionBodygroup, bShow ? 1 : 0 ); } m_bShowDirectionArrow = bShow; if ( bShow ) { CObjectTeleporter *pMatch = GetMatchingTeleporter(); Assert( pMatch ); Vector vecToOwner = pMatch->GetAbsOrigin() - GetAbsOrigin(); QAngle angleToExit; VectorAngles( vecToOwner, Vector(0,0,1), angleToExit ); angleToExit -= GetAbsAngles(); // pose param is flipped and backwards, adjust. m_flYawToExit = anglemod( -angleToExit.y + 180 ); } } }