diff --git a/Player.gd b/Player.gd index f6bee2f..4bb369b 100644 --- a/Player.gd +++ b/Player.gd @@ -66,19 +66,20 @@ remote func jump(): if is_on_floor(): velocity.y = JUMP_VELOCITY -remote func mouselook_abs(rotation): - camera.rotation = rotation +remote func mouselook_abs(x, y): + camera.rotation.x = x + rotation.y = y remote func mouselook(rel): var sensitivity = MOUSE_SENSITIVITY * game.mouse_sensitivity_multiplier - self.rotate_y(- rel.x * sensitivity) + rotate_y(- rel.x * sensitivity) camera.rotation.x = clamp(camera.rotation.x-rel.y * sensitivity, -PI/2, PI/2) rpc_unreliable("mouselook_abs", camera.rotation) func motion(delta): - var slide_velocity = self.move_and_slide(velocity * delta, Vector3.UP, true) - #var slide_velocity = self.move_and_collide(velocity * delta, Vector3.UP) + var slide_velocity = move_and_slide(velocity * delta, Vector3.UP, true) + #var slide_velocity = move_and_collide(velocity * delta, Vector3.UP) debug.text += "\nslide_velocity: " + String( slide_velocity ) debug.text += "\nslide dot product: " + String( velocity.normalized().dot(slide_velocity.normalized()) ) @@ -164,7 +165,6 @@ func _input(event): var rel = event.relative mouselook(rel) - camera.rset("rotation", rotation) # Jump if event.is_action_pressed("MoveJump"):