@@ -3043,7 +3043,7 @@ void CAI_BaseNPC::SetHeadDirection( const Vector &vTargetPos, float flInterval)
30433043 //--------------------------------------
30443044 // Set head yaw
30453045 //--------------------------------------
3046- float flDesiredYaw = VecToYaw(vTargetPos - GetLocalOrigin ()) - GetLocalAngles ().y;
3046+ float flDesiredYaw = VecToYaw(vTargetPos - GetAbsOrigin ()) - GetAbsAngles ().y;
30473047 if (flDesiredYaw > 180)
30483048 flDesiredYaw -= 360;
30493049 if (flDesiredYaw < -180)
@@ -8003,7 +8003,7 @@ void CAI_BaseNPC::NPCInit ( void )
80038003
80048004 SetGravity(1.0); // Don't change
80058005 m_takedamage = DAMAGE_YES;
8006- GetMotor()->SetIdealYaw( GetLocalAngles ().y );
8006+ GetMotor()->SetIdealYaw( GetAbsAngles ().y );
80078007 m_iMaxHealth = m_iHealth;
80088008 m_lifeState = LIFE_ALIVE;
80098009 SetIdealState( NPC_STATE_IDLE );// Assume npc will be idle, until proven otherwise
@@ -9644,14 +9644,14 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
96449644 vecProjection.x = -vecTarget.y;
96459645 vecProjection.y = vecTarget.x;
96469646
9647- return UTIL_VecToYaw( vecProjection - GetLocalOrigin () );
9647+ return UTIL_VecToYaw( vecProjection - GetAbsOrigin () );
96489648 }
96499649 else if ( GetNavigator()->GetMovementActivity() == ACT_STRAFE_RIGHT )
96509650 {
96519651 vecProjection.x = vecTarget.y;
96529652 vecProjection.y = vecTarget.x;
96539653
9654- return UTIL_VecToYaw( vecProjection - GetLocalOrigin () );
9654+ return UTIL_VecToYaw( vecProjection - GetAbsOrigin () );
96559655 }
96569656#ifdef MAPBASE
96579657 // Allow hint nodes to override the yaw without needing to control AI
@@ -9662,7 +9662,7 @@ float CAI_BaseNPC::CalcIdealYaw( const Vector &vecTarget )
96629662#endif
96639663 else
96649664 {
9665- return UTIL_VecToYaw ( vecTarget - GetLocalOrigin () );
9665+ return UTIL_VecToYaw ( vecTarget - GetAbsOrigin () );
96669666 }
96679667}
96689668
@@ -9862,7 +9862,7 @@ void CAI_BaseNPC::HandleAnimEvent( animevent_t *pEvent )
98629862 //DevMsg( "Turned!\n" );
98639863 SetIdealActivity( ACT_IDLE );
98649864 Forget( bits_MEMORY_TURNING );
9865- SetBoneController( 0, GetLocalAngles ().y );
9865+ SetBoneController( 0, GetAbsAngles ().y );
98669866 IncrementInterpolationFrame();
98679867 break;
98689868 }
@@ -11141,7 +11141,7 @@ Vector CAI_BaseNPC::GetShootEnemyDir( const Vector &shootOrigin, bool bNoisy )
1114111141 else
1114211142 {
1114311143 Vector forward;
11144- AngleVectors( GetLocalAngles (), &forward );
11144+ AngleVectors( GetAbsAngles (), &forward );
1114511145 return forward;
1114611146 }
1114711147}
@@ -14179,7 +14179,7 @@ bool CAI_BaseNPC::OverrideMove( float flInterval )
1417914179float CAI_BaseNPC::VecToYaw( const Vector &vecDir )
1418014180{
1418114181 if (vecDir.x == 0 && vecDir.y == 0 && vecDir.z == 0)
14182- return GetLocalAngles ().y;
14182+ return GetAbsAngles ().y;
1418314183
1418414184 return UTIL_VecToYaw( vecDir );
1418514185}
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