Gimball lock problem
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@ -18,9 +18,10 @@ Multiplayer
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# TODOs:
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- [x] Detach player rotation from character model
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- [ ] Weapon Sway
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- [ ] Fixing leaning
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- [ ] Snap back leaning too quick
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- [ ] Weapon Sway PENDING!!!
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- [x] Fixing leaning
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- [x] Snap back leaning too quick
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- [ ] Issue with moving around quickly
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- [ ] Bring Crouching back
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- [ ] Inspect animation (procedural)
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- [ ] Reload animation (procedural)
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@ -122,8 +122,6 @@ pub fn follow_cursor_with_camera(
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if window.cursor.grab_mode != CursorGrabMode::None {
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for mut player_transform in player_query.iter_mut() {
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for mut camera_transform in camera_query.iter_mut() {
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let (mut yaw, mut pitch) = (player_transform.rotation.to_euler(EulerRot::YXZ).0, camera_transform.rotation.to_euler(EulerRot::YXZ).1) ;
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for motion in motions.read() {
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@ -177,14 +175,13 @@ pub fn follow_cursor_with_camera(
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new_rot.1 = eulers.1;
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player_transform.rotation = Quat::from_euler(EulerRot::XYZ, new_rot.0, new_rot.1, new_rot.2);
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} else {
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let mut eulers = desired_rotation_quat_player.to_euler(EulerRot::XYZ);
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eulers.2 = eulers.2 + 0.0f32.to_radians();
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let mut new_rot = player_transform.rotation.lerp(
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Quat::from_euler(EulerRot::XYZ, eulers.0, eulers.1, eulers.2),
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Quat::from_rotation_z(0.0),
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time.delta_seconds() / player_values_state.player_lean_time,
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).to_euler(EulerRot::XYZ);
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new_rot.1 = eulers.1;
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player_transform.rotation = Quat::from_euler(EulerRot::XYZ, new_rot.0, new_rot.1, new_rot.2);
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}
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}
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