Sure, why would they rotate with the room?
You can of course realize this by code, for instance by saving the subents (pointers to the entities) in the skill array, vec_diff their positions and save their original orientation. Then, when you rotate the room, calculate their new positions and rotations with vec_ and ang_rotate.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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