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remove some magic from camera
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@ -222,9 +222,9 @@ namespace ClassicalSharp {
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Vector3 camPos = player.EyePosition;
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camPos.Y += bobbingVer;
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double adjHeadY = player.HeadYRadians + Math.PI / 2;
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camPos.X += bobbingHor * (float)Math.Sin(adjHeadY);
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camPos.Z -= bobbingHor * (float)Math.Cos(adjHeadY);
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double headY = player.HeadYRadians;
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camPos.X += bobbingHor * (float)Math.Cos(headY);
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camPos.Z += bobbingHor * (float)Math.Sin(headY);
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return camPos;
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}
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}
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@ -147,9 +147,9 @@ Vector3 FirstPersonCamera_GetCameraPos(Real32 t) {
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Vector3 camPos = Entity_GetEyePosition(p);
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camPos.Y += Camera_BobbingVer;
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Real32 adjHeadY = (p->HeadY * MATH_DEG2RAD) + MATH_PI / 2.0f;
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camPos.X += Camera_BobbingHor * Math_Sin(adjHeadY);
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camPos.Z -= Camera_BobbingHor * Math_Cos(adjHeadY);
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Real32 headY = (p->HeadY * MATH_DEG2RAD);
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camPos.X += Camera_BobbingHor * Math_Cos(headY);
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camPos.Z += Camera_BobbingHor * Math_Sin(headY);
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return camPos;
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}
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