@@ -1481,7 +1481,7 @@ public void Spawn() {
14811481 lookJointAngles .SetGranularity (1 );
14821482 kv = spawnArgs .MatchPrefix ("look_joint" , null );
14831483 while (kv != null ) {
1484- jointName = kv .GetKey ();
1484+ jointName . oSet ( kv .GetKey () );
14851485 jointName .StripLeadingOnce ("look_joint " );
14861486 joint = animator .GetJointHandle (jointName );
14871487 if (joint == INVALID_JOINT ) {
@@ -1492,7 +1492,7 @@ public void Spawn() {
14921492
14931493 // if no scale on any component, then don't bother adding it. this may be done to
14941494 // zero out rotation from an inherited entitydef.
1495- if (jointScale != getAng_zero ()) {
1495+ if (! jointScale . equals ( getAng_zero () )) {
14961496 lookJoints .Append (joint );
14971497 lookJointAngles .Append (jointScale );
14981498 }
@@ -2110,7 +2110,7 @@ public static boolean PredictTrajectory(final idVec3 firePos, final idVec3 targe
21102110 }
21112111
21122112 // if no velocity or the projectile is not affected by gravity
2113- if (projectileSpeed <= 0.0f || projGravity == getVec3_origin ()) {
2113+ if (projectileSpeed <= 0.0f || projGravity . equals ( getVec3_origin () )) {
21142114
21152115 aimDir .oSet (target .oMinus (firePos ));
21162116 aimDir .Normalize ();
@@ -2739,7 +2739,7 @@ protected void GetMoveDelta(final idMat3 oldaxis, final idMat3 axis, idVec3 delt
27392739 animator .GetDelta (gameLocal .time - gameLocal .msec , gameLocal .time , delta );
27402740 delta .oSet (axis .oMultiply (delta ));
27412741
2742- if (modelOffset != getVec3_zero ()) {
2742+ if (! modelOffset . equals ( getVec3_zero () )) {
27432743 // the pivot of the monster's model is around its origin, and not around the bounding
27442744 // box's origin, so we have to compensate for this when the model is offset so that
27452745 // the monster still appears to rotate around it's origin.
@@ -5414,8 +5414,7 @@ public boolean UpdateAnimationControllers() {
54145414 alignHeadTime = (int ) (gameLocal .time + (0.5f + 0.5f * gameLocal .random .RandomFloat ()) * focusAlignTime );
54155415 }
54165416 }
5417- if (idMath .Fabs (newLookAng .yaw )
5418- < 0.1f ) {
5417+ if (idMath .Fabs (newLookAng .yaw ) < 0.1f ) {
54195418 alignHeadTime = gameLocal .time ;
54205419 }
54215420 if ((gameLocal .time >= alignHeadTime ) || (gameLocal .time < forceAlignHeadTime )) {
@@ -5424,14 +5423,12 @@ public boolean UpdateAnimationControllers() {
54245423 destLookAng .Clamp (lookMin , lookMax );
54255424 }
54265425 diff = destLookAng .oMinus (lookAng );
5427- if ((lookMin .pitch == -180.0f ) && (lookMax .pitch
5428- == 180.0f )) {
5426+ if ((lookMin .pitch == -180.0f ) && (lookMax .pitch == 180.0f )) {
54295427 if ((diff .pitch > 180.0f ) || (diff .pitch <= -180.0f )) {
54305428 diff .pitch = 360.0f - diff .pitch ;
54315429 }
54325430 }
5433- if ((lookMin .yaw == -180.0f ) && (lookMax .yaw
5434- == 180.0f )) {
5431+ if ((lookMin .yaw == -180.0f ) && (lookMax .yaw == 180.0f )) {
54355432 if (diff .yaw > 180.0f ) {
54365433 diff .yaw -= 360.0f ;
54375434 } else if (diff .yaw <= -180.0f ) {
@@ -5442,9 +5439,7 @@ public boolean UpdateAnimationControllers() {
54425439
54435440 lookAng .Normalize180 ();
54445441 jointAng .roll = 0.0f ;
5445- for (i = 0 ;
5446- i < lookJoints .Num ();
5447- i ++) {
5442+ for (i = 0 ; i < lookJoints .Num (); i ++) {
54485443 jointAng .pitch = lookAng .pitch * lookJointAngles .oGet (i ).pitch ;
54495444 jointAng .yaw = lookAng .yaw * lookJointAngles .oGet (i ).yaw ;
54505445 animator .SetJointAxis (lookJoints .oGet (i ), JOINTMOD_WORLD , jointAng .ToMat3 ());
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