fixed direction rotation
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@@ -32,7 +32,7 @@ public partial class player : CharacterBody3D
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velocity.x = direction.x * Speed;
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velocity.x = direction.x * Speed;
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velocity.z = direction.z * Speed;
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velocity.z = direction.z * Speed;
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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Vector3 bodyRotation = GetNode<MeshInstance3D>("collision/body").Rotation;
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-inputDir.x, -inputDir.y), (float)delta * Speed);
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bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * Speed);
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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GetNode<MeshInstance3D>("collision/body").Rotation = bodyRotation;
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}
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}
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else
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else
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