Quaternions are never the solution.
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@@ -146,7 +146,6 @@
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</c:Team>
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</c:Team>
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<c:Transform>
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<c:Transform>
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<Position X="0.300000012" Y="0.0270000007" Z="6.67400026"/>
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<Position X="0.300000012" Y="0.0270000007" Z="6.67400026"/>
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<Orientation X="0" Y="3.20700026" Z="0"/>
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</c:Transform>
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</c:Transform>
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</Components>
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</Components>
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<Children>
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<Children>
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@@ -50,7 +50,8 @@ EntityWrapper SpawnerSystem::Spawn(EntityWrapper spawner, EntityWrapper parent /
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// Set its position and orientation to that of the SpawnPoint
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// Set its position and orientation to that of the SpawnPoint
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spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
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spawnedEntity["Transform"]["Position"] = Transform::AbsolutePosition(spawnPoint.World, spawnPoint.ID);
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spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
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// TODO: Quaternions, bitch
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//spawnedEntity["Transform"]["Orientation"] = glm::eulerAngles(Transform::AbsoluteOrientation(spawnPoint.World, spawnPoint.ID));
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return spawnedEntity;
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return spawnedEntity;
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}
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}
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