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- //Find the target angle required. Apply offset and make sure it is not negative
- var TargetAngle:int = FP.angle(PathTween.x, PathTween.y, x, y);
- TargetAngle-= 90;
- if (TargetAngle < 0) TargetAngle += 360;
- //Make Target angle round to the nearest 10
- var newtargetAngle:Number = TargetAngle * .1;
- newtargetAngle = Math.round(newtargetAngle);
- TargetAngle = newtargetAngle * 10;
- var angleSpeedModifier:int = speed / 90;
- if (!GV.i.angleSpeedMathSwitch) angleSpeedModifier = 1;
- if (angle != TargetAngle)
- {
- var difference:int = Math.abs(angle-TargetAngle)
- if (difference > 180)
- {
- if (angle > TargetAngle) angle += 10 * angleSpeedModifier;
- if (angle < TargetAngle) angle -= 10 * angleSpeedModifier;
- }
- if (difference < 180)
- {
- if (angle > TargetAngle) angle -= 10 * angleSpeedModifier;
- if (angle < TargetAngle) angle += 10 * angleSpeedModifier;
- }
- if (difference == 180)
- {
- angle = TargetAngle;
- }
- trace ("ID: " + uniqueID + " Raw Angle: " + angle);
- var newAngle:Number = angle * .1;
- newAngle = Math.round(newAngle);
- angle = newAngle * 10;
- if (angle > 360) angle = 0;
- if (angle < 0) angle = 360;
- trace ("ID: " + uniqueID + " Processed Angle: " + angle);
- }
- trace ("ID: " + uniqueID + " Angle: " + angle);
- //apply new animatiun strip
- sprbaddie.play(String(angle));
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