I've been fixing doors in the emu for a year, and one thing I've noticed is that sometimes they swing the right way, but most times (90%, no kidding), I have to fix the open_heading to be 180 degrees from what I get from Live. All along, I assumed this was just some bad math in the collector, parser, or world... and didn't cry too much. But something came up today that makes me think World is the bad guy. Here's what happened.
I was setting up zone-in coords for Thieve's Way for our Freeport hoods. Had a client opened to my Live account, and another to Emu. I would click the manhole in a hood to go to Thieve's Way, do a /loc of the Live characters landing coords, and plug them into the spawn_sign record in Emu. When I would then test this new setting, I am finding that using the EXACT coords in Live, my character is always facing 180 degrees the wrong way. Even though both /loc statements are identical.
I can proving scientific proof of this if forced to, or you can just believe my extensive analysis.

Thing is, not all "heading" values in Emu seem wrong... since NPCs obviously spawn the right way from parsed data (well, most of the time). In situations where there is a double-door, one usually swings the correct direction while the other swings the opposite - requiring a door fix in the DB. I would say almost everything EXCEPT door swinging and player zoning, heading is right on.
Any thoughts? If this turns out to NOT be a bug, we can move the thread elsewhere to help educate me and others on how heading works.
Thanks for thinking it over.