// necessary wrapper for main CalcRotate, should always be called.
private void CalcRotate(Matrix localMatrix, RelativeDirection3F Direction, RelativeDirection3F UpDirect = null, bool gravityAdjusted = false, IMyEntity targetEntity = null)
{
//Log.DebugLog("entered CalcRotate(Matrix localMatrix, RelativeDirection3F Direction, RelativeDirection3F UpDirect = null, bool levelingOff = false, IMyEntity targetEntity = null)", "CalcRotate()");
CheckGrid();
Thrust.Update();
if (!gravityAdjusted && ThrustersOverWorked())
{
CalcRotate_InGravity(Direction);
return;
}
in_CalcRotate(localMatrix, Direction, UpDirect, targetEntity);
}