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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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