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                - Vector3 localAngularVelocity = transform.InverseTransformDirection(_rb.angularVelocity);
 - if (_mouseInput.x > _minMouseToActivateX)
 - {
 - if (_rb.angularVelocity.y < _maxAngularVelocityY)
 - {
 - _rb.AddRelativeTorque(Vector3.up * mouseSensitivityX * /*Mathf.Clamp(_mouseInput.x, -_maxYawClamp, _maxYawClamp) * */_yawTorque);
 - }
 - else
 - {
 - _rb.angularVelocity = transform.TransformDirection(localAngularVelocity.x, _maxAngularVelocityY, localAngularVelocity.z) * Time.fixedDeltaTime;
 - }
 - }
 
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