void TurnHead(float pitch, float yaw) noexcept;
/// get player pitch in radians, normalized to [-PI/2,PI/2]
- float GetPitch() const noexcept { return pitch; }
+ float GetPitch() const noexcept;
/// get player yaw in radians, normalized to [-PI,PI]
- float GetYaw() const noexcept { return yaw; }
+ float GetYaw() const noexcept;
/// start doing primary action
/// what exactly this means depends on the active item
World &world;
Player &player;
glm::vec3 move_dir;
- float pitch;
- float yaw;
bool dirty;
WorldCollision aim_world;