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Fix SetAngle alternative axis order
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@ -168,7 +168,7 @@ namespace MWScript
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float az = ptr.getRefData().getPosition().rot[2];
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// XYZ axis use the inverse (XYZ) rotation order like vanilla SetAngle.
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// UWV axis use the standard (ZYX) rotation order like TESCS/OpenMW-CS and the rest of the game.
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// UVW axis use the standard (ZYX) rotation order like TESCS/OpenMW-CS and the rest of the game.
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if (axis == "x")
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MWBase::Environment::get().getWorld()->rotateObject(
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ptr, osg::Vec3f(angle, ay, az), MWBase::RotationFlag_inverseOrder);
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@ -181,10 +181,10 @@ namespace MWScript
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else if (axis == "u")
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MWBase::Environment::get().getWorld()->rotateObject(
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ptr, osg::Vec3f(angle, ay, az), MWBase::RotationFlag_none);
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else if (axis == "w")
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else if (axis == "v")
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MWBase::Environment::get().getWorld()->rotateObject(
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ptr, osg::Vec3f(ax, angle, az), MWBase::RotationFlag_none);
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else if (axis == "v")
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else if (axis == "w")
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MWBase::Environment::get().getWorld()->rotateObject(
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ptr, osg::Vec3f(ax, ay, angle), MWBase::RotationFlag_none);
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}
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