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- //exclude the -0.10f to 0.10f range
- float xRot = entity.Rotation.X;
- if (xRot < 0f && xRot > -0.10f) xRot = -0.10f;
- else if (xRot > 0f && xRot < 0.10f) xRot = 0.10f;
- //use the new X value in the rotation vector3
- Vector3 rot = new Vector3(xRot, entity.Rotation.Y, entity.Heading - 20f);
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