vec_diff ( vtemp, you.x, my.x ); vec_rotate ( vtemp, vector ( 0, AngSpeed * time_step, 0 ) ); // or // vec_rotateaxis ( vtemp, vector ( 0, 1, 0 ), AngSpeed * time_step ); vec_normalize ( vtemp, Radius ); vec_add ( vtemp, my.x ); vec_set ( you.x, vtemp );
nAngle += AngSpeed * time_step; nAngle %= 360; vec_for_angle ( vtemp, vector ( 0, nAngle, 0 ) ); vec_normalize ( vtemp, Radius ); vec_add ( vtemp, my.x ); vec_set ( you.x, vtemp );
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