}
self.owner.velocity = veloc;
if(self.owner.bezier_turn)
- self.owner.angles = vectoangles(delta + 2 * delta2 * phasepos);
+ {
+ vector vel;
+ vel = delta + 2 * delta2 * phasepos;
+ vel_z = -vel_z; // invert z velocity
+ vel = vectoangles(vel);
+ self.owner.angles = vel;
+ }
self.nextthink = nexttick;
} else {
// derivative: delta + 2 * delta2 (e.g. for angle positioning)