Use matrix4::getRotationRadians
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@@ -3239,9 +3239,10 @@ PointedThing Game::updatePointedThing(
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hud->setSelectionPos(pos, camera_offset);
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GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
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if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
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hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
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hud->setSelectionRotationRadians(gcao->getSceneNode()
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->getAbsoluteTransformation().getRotationRadians());
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else
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hud->setSelectionRotation(v3f());
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hud->setSelectionRotationRadians(v3f());
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}
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hud->setSelectedFaceNormal(result.raw_intersection_normal);
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} else if (result.type == POINTEDTHING_NODE) {
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@@ -3261,7 +3262,7 @@ PointedThing Game::updatePointedThing(
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}
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hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
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camera_offset);
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hud->setSelectionRotation(v3f());
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hud->setSelectionRotationRadians(v3f());
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hud->setSelectedFaceNormal(result.intersection_normal);
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}
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