Refactor NPC group rotation logic in RuntimeHost
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@@ -2003,8 +2003,8 @@ export class RuntimeHost {
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const facingGroup = renderGroup.getObjectByName("npcFacingGroup");
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if (facingGroup !== undefined) {
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renderGroup.rotation.set(0, 0, 0);
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facingGroup.rotation.set(0, (npc.yawDegrees * Math.PI) / 180, 0);
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renderGroup.rotation.set(0, (npc.yawDegrees * Math.PI) / 180, 0);
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facingGroup.rotation.set(0, 0, 0);
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return;
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}
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@@ -4323,6 +4323,7 @@ export class RuntimeHost {
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});
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group.position.set(npc.position.x, npc.position.y, npc.position.z);
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group.rotation.y = (npc.yawDegrees * Math.PI) / 180;
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group.scale.set(npc.scale.x, npc.scale.y, npc.scale.z);
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switch (npc.collider.mode) {
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@@ -4359,7 +4360,6 @@ export class RuntimeHost {
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const facingGroup = new Group();
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facingGroup.name = "npcFacingGroup";
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facingGroup.rotation.y = (npc.yawDegrees * Math.PI) / 180;
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group.add(facingGroup);
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const colliderTop =
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getNpcColliderHeight({
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