Could I get a hand with this? It isn't quite doing what I expect.

vector currentPosition = fpItem.position;

vector currentRotation = fpItem.rotation;

real angle = currentRotation.z;

vector rotationVector = [cos(angle),sin(angle),0];

fpItem.position = currentPosition + (rotationVector * 1) * min(Max.time, 0);

vector currentPosition = fpItem.position;

vector currentRotation = fpItem.rotation;

real angle = currentRotation.z;

vector rotationVector = [cos(angle),sin(angle),0];

fpItem.position = currentPosition + (rotationVector * 1) * min(Max.time, 0);