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authorAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-03-12 21:51:36 -0500
committerAlexander Pickering <Alexander.Pickering@anondomain.site90.net>2016-03-12 21:51:36 -0500
commit9d4ff294129545d7266f03cd51135d43e1c47967 (patch)
tree46053b6a20e8d38d708d190b82e38cd99e1cd556 /gamemode/itemsystem/items/ramphalf.lua
parent12c1327a1878cdcd76524a60673e5cf346b9a3da (diff)
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Fixed bug that caused floors and ramps to not spawn at correct angles
Diffstat (limited to 'gamemode/itemsystem/items/ramphalf.lua')
-rw-r--r--gamemode/itemsystem/items/ramphalf.lua2
1 files changed, 1 insertions, 1 deletions
diff --git a/gamemode/itemsystem/items/ramphalf.lua b/gamemode/itemsystem/items/ramphalf.lua
index 0abc692..9335a91 100644
--- a/gamemode/itemsystem/items/ramphalf.lua
+++ b/gamemode/itemsystem/items/ramphalf.lua
@@ -43,7 +43,7 @@ function ITEM:OnPrimary(pl,tr)
if (tr.Hit) then
local drop = ents.Create("ws_prop")
drop:SetModel("models/props_wasteland/wood_fence02a.mdl")
- local Aim = Angle(0,pl:GetAimVector():Angle().y+90,0)
+ local Aim = Angle(0,pl:GetAimVector():Angle().y+90,45)
local Pos = tr.HitPos
if(pl:KeyDown(IN_SPEED)) then
Pos.x = Pos.x - (Pos.x%20)