You fix some, you brake some
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@@ -139,11 +139,15 @@ namespace Code.Game.Gameplay.Player
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/// </summary>
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public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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if (Freeze) return;
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if (LookInputVector.sqrMagnitude > 0f && OrientationSharpness > 0f)
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{
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// Smoothly interpolate from current to target look direction
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Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, LookInputVector,
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Vector3 smoothedLookInputDirection = Vector3.Slerp(
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Motor.CharacterForward,
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LookInputVector,
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1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
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// Set the current rotation (which will be used by the KinematicCharacterMotor)
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