more comments from testing
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@@ -26,9 +26,14 @@ public partial class player : CharacterBody3D
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{
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{
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible;
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
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if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured;//just uncapture to also disable player and camera movement
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if (Input.IsActionJustPressed("move_forward") && Input.MouseMode == Input.MouseModeEnum.Captured)
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if (Input.IsActionJustPressed("move_forward") || Input.IsActionJustPressed("move_forward") && Input.MouseMode == Input.MouseModeEnum.Captured)
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{
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{
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playerResetPosition = Rotation;
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/*TODO: make this for all movement input not just forward
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and model should still walk sideways and to the camera then.
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Would work with just using all inputs
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but model doesnt rotate how it should*/
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playerResetPosition = Rotation;
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camPosition = cameraCenter.Rotation;
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camPosition = cameraCenter.Rotation;
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playerResetPosition.y = camPosition.y * -1f;
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playerResetPosition.y = camPosition.y * -1f;
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Rotation -= playerResetPosition;
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Rotation -= playerResetPosition;
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