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## About The Pull Request It **turns** out that `TurnTo` doesn't re**turn** `Turn`, but the angle (number, not matrix) it's **turn**ed to (used nowhere in the code), and `transform` is built-in variable that default to an identity matrix if set to an invalid value (anything but another matrix) The only thing keeping the projectiles facing the right direction when fired up to one of the aforementioned situations was another `Turn` call (not `turnTo`) called on `projectile/fire`, which I apparently didn't fully grasp the redundancy of (if there were no such issue to begin with) at the time. This PR also cleans up and rearranges the related code a little, including a fallback that was never reached because the projectile `Angle` variable is never null (unless something theorically fucky wucky happens with projectile code but that'd be an even bigger issue). ## Why It's Good For The Game Fixing an old issue caused by the author of this PR in #80599, me. ## Changelog 🆑 fix: Fixes projectiles facing north if ricocheting, deflected or homing /🆑