|  |  | @ -106,9 +106,9 @@ int main(void) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Update | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | Vector2 mouse_delta = GetMouseDelta(); | 
		
	
		
			
			|  |  |  | lookRotation.x -= mouse_delta.x*sensitivity.x; | 
		
	
		
			
			|  |  |  | lookRotation.y += mouse_delta.y*sensitivity.y; | 
		
	
		
			
			|  |  |  | Vector2 mouseDelta = GetMouseDelta(); | 
		
	
		
			
			|  |  |  | lookRotation.x -= mouseDelta.x*sensitivity.x; | 
		
	
		
			
			|  |  |  | lookRotation.y += mouseDelta.y*sensitivity.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A)); | 
		
	
		
			
			|  |  |  | char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S)); | 
		
	
	
		
			
				|  |  | @ -261,7 +261,8 @@ static void UpdateCameraAngle(Camera *camera) | 
		
	
		
			
			|  |  |  | Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Rotate view vector around right axis | 
		
	
		
			
			|  |  |  | float pitchAngle = -player.body.lookRotation.y - player.lean.y; | 
		
	
		
			
			|  |  |  | float pitchAngle = -lookRotation.y - | 
		
	
		
			
			|  |  |  | lean.y; | 
		
	
		
			
			|  |  |  | pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down | 
		
	
		
			
			|  |  |  | Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle); | 
		
	
		
			
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