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Fix moving NPC vehicle pitch not synced #1249
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I know this doesn't really change much, but since this line is meant to be for vehicles/driving only, let's move it in the
ifcode block down there you made formoveType_ == NPCMoveType_Drive.But remember it should be rotation_.x when you do.
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GTAQuatonly has aglm::quat qmember, sorotation_.xwon't compile. also,rotation_.q.xis a quaternion component, not an euler angle.but I think this line actually belongs in the non-drive path rather than the drive one. inside the drive block, the quaternion gets overwritten completely by the
angleAxiscomposition, so a stale pitch there shouldn't really matter.the case that actually needs it is when an NPC drives uphill and then gets told to walk.
move()callsremoveFromVehicle()itself, andsendFootSync()writes the full quaternion, so the ped keeps walking around tilted by 26.5° even on flat ground.moving it into the
ifwould also mean adding a matchingelse, which basically just means having the same line in both branches.