This is NOT the same thing as determining the shortest way to turn to FACE another object, which is the formula I ended up creating. I need my object to MATCH the angle of another object.
If you're curious about the facing formula, here it is:
(Player.X - cos(Target.Angle)) * sin(Player.Angle) > (Player.Y - sin(Target.Angle)) * cos(Player.Angle)
...then Clockwise is the shortest.
For those who don't understand what the above formula does, it basically draws a line behind the player and then determines which side of that line the target is on. However, the above formula made sense to me because I am able to think of it in cartesian coordinates and not polar ones.
I'm trying to think of a way to determine the shortest way to match the angle of another object, and I can't seem to find a cartesian way to think of it.
EDIT: Current line of thinking is:
[QUOTE]abs() = absolute value
abs(Player.Angle - Target.Angle) > abs(Player.Angle + 180 - Target.Angle)
... then Counterclockwise
However, this fails if Target.Angle = 0, so this can't be it, even though it seems to work for a lot of cases.