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Replace Quaternion with glm math (#1868)
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@@ -83,7 +83,7 @@ void MovementAIComponent::Resume() {
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m_Paused = false;
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SetVelocity(m_SavedVelocity);
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m_SavedVelocity = NiPoint3Constant::ZERO;
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SetRotation(NiQuaternion::LookAt(m_Parent->GetPosition(), m_NextWaypoint));
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SetRotation(QuatUtils::LookAt(m_Parent->GetPosition(), m_NextWaypoint));
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Game::entityManager->SerializeEntity(m_Parent);
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}
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@@ -154,7 +154,7 @@ void MovementAIComponent::Update(const float deltaTime) {
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m_TimeTravelled = 0.0f;
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m_TimeToTravel = length / speed;
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SetRotation(NiQuaternion::LookAt(source, m_NextWaypoint));
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SetRotation(QuatUtils::LookAt(source, m_NextWaypoint));
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}
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} else {
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// Check if there are more waypoints in the queue, if so set our next destination to the next waypoint
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