+ if(self.owner.platmovetype_turn)
+ {
+ vector destangle;
+ destangle = delta + 2 * delta2 * phasepos;
+ destangle = vectoangles(destangle);
+ destangle_x = -destangle_x; // flip up / down orientation
+
+ // take the shortest distance for the angles
+ self.owner.angles_x -= 360 * floor((self.owner.angles_x - destangle_x) / 360 + 0.5);
+ self.owner.angles_y -= 360 * floor((self.owner.angles_y - destangle_y) / 360 + 0.5);
+ self.owner.angles_z -= 360 * floor((self.owner.angles_z - destangle_z) / 360 + 0.5);
+ angloc = destangle - self.owner.angles;
+ angloc = angloc * (1 / sys_frametime); // so it arrives for the next frame
+ self.owner.avelocity = angloc;
+ }
+ if(nexttick < self.animstate_endtime)