Commented out the reset camera button since that functionality may be useless in the long run
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@@ -19,7 +19,7 @@ public class CameraController : MonoBehaviour
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}
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}
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pivot.position = player.position;
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pivot.position = player.position;
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pivot.parent = player.transform;
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pivot.parent = null;
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Cursor.visible = !Cursor.visible;
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.lockState = CursorLockMode.Locked;
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@@ -56,11 +56,12 @@ public class CameraController : MonoBehaviour
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float angleY = pivot.eulerAngles.y;
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float angleY = pivot.eulerAngles.y;
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float angleX = pivot.eulerAngles.x;
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float angleX = pivot.eulerAngles.x;
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/* Code to force the camera behind the player
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if(Input.GetKey(KeyCode.LeftShift))
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if(Input.GetKey(KeyCode.LeftShift))
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{
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{
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angleY = player.eulerAngles.y;
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angleY = player.eulerAngles.y;
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angleX = player.eulerAngles.x;
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angleX = player.eulerAngles.x;
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}
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} */
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float cameraAngle = transform.eulerAngles.y;
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float cameraAngle = transform.eulerAngles.y;
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