mooege/mooege — pull request #388 by mdz444 (2011-12-12 16:37:10+00:00)
Title: Fixed bad rotation on monsters created by WorldGenerator.

Moved SetFacingRotation() from WorldObject into Actor.
Refactored quaternion facing angle math into helper function:
Quaternion.FacingRotation()

Because it's a bit indirect how it does sets up the actor, I missed in my previous patch that WorldGenerator was creating bad actor rotations. This patch fixes that, and because of the way it sets up the actor I couldn't really call SetFacingRotation(), so I moved the quaternion math to a helper function that both use.

Also, in thinking about this stuff I realized the whole "facing angle" rotation doesn't really exist in all world objects. It is used only by actors so I moved SetFacingRotation() into Actor.