rotated _climb units which morph into non rotated_climb units have no more problems morphing on steep terrain
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@ -550,50 +550,6 @@ float Unit::getRotationX() const{
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return rotationX;
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}
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//float Unit::getRotationZ() const{
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// //if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
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// //if(currSkill->getClass()==scMove)
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// {
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// SurfaceCell* sc=map->getSurfaceCell(Map::toSurfCoords(pos));
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// const Vec3f normal=sc->getNormal();
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// //printf("normal x y z %f %f %f \n",normal.x,normal.y,normal.z );
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//
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//
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// float result=radToDeg(streflop::atan2(abs(normal.x), abs(normal.y)));
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// //printf("pre result=%f\n",result);
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// if((normal.y<0 || normal.x<0)&& !(normal.y<0 && normal.x<0))
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// result=result*-1;
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//
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// result=result*-1;
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// //printf("heightDiff=%f xdiff=%f zdiff=%f grad=%f result=%f rotation=%f \n",heightDiff,xdiff,zdiff, radToDeg(streflop::atan2(heightDiff, xdiff)),result,rotation);
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// return result;
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// }
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// //else
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// return 0.f;
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//}
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//
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//float Unit::getRotationX() const{
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// //if(type->getProperty(UnitType::pRotatedClimb) && currSkill->getClass()==scMove){
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// //if(currSkill->getClass()==scMove)
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// {
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// SurfaceCell* sc=map->getSurfaceCell(Map::toSurfCoords(pos));
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// const Vec3f normal=sc->getNormal();
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// //printf("normal x y z %f %f %f \n",normal.x,normal.y,normal.z );
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//
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//
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// float result=radToDeg(streflop::atan2(abs(normal.z), abs(normal.y)));
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// //printf("pre result=%f\n",result);
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// if((normal.y<0 || normal.z<0)&& !(normal.y<0 && normal.z<0))
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// result=result*-1;
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//
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// //result=result*-1;
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// //printf("heightDiff=%f xdiff=%f zdiff=%f grad=%f result=%f rotation=%f \n",heightDiff,xdiff,zdiff, radToDeg(streflop::atan2(heightDiff, xdiff)),result,rotation);
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// return result;
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// }
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// //else
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// return 0.f;
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//}
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int Unit::getProductionPercent() const{
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if(anyCommand()){
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const ProducibleType *produced= commands.front()->getCommandType()->getProduced();
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@ -1525,6 +1481,10 @@ bool Unit::update() {
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if(type->getProperty(UnitType::pRotatedClimb)){
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calculateXZRotation();
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}
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else {
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rotationZ=.0f;
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rotationX=.0f;
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}
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if(Renderer::getInstance().validateParticleSystemStillExists(fire,rsGame) == false) {
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fire = NULL;
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