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My understanding is that the new Blz SFX natives the rotation axes change with each rotation so trying to use something like Euler angles doesn't work (they presume 3 fixed axes of rotation until the full rotation around each is finished). Searching on the forums here should turn up some results with workaround functions/libraries; I believe I've seen them recently.
that new natives use radians(-Pi to PI), which is quite important not angle(0 to 360). If you only change one axes it is doable, after that you need super trigo math.
Edit: if you only want facing use roll instead of yaw
It also works with (0 to 2 PI) . that was just to annouce the difference. this trigo stuf is periodic, a multiple of the angle/radians produces the same result.
To the angle radians conversion.
Use that from blizzard.j
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