only works for yaw, obviously
World &GetWorld() noexcept { return world; }
Player &GetPlayer() noexcept { return player; }
+ PlayerController &GetPlayerController() noexcept { return input; }
ChunkReceiver &GetChunkReceiver() noexcept { return chunk_receiver; }
void OnEnter() override;
state.reset(new InteractiveState(*this, player_id));
pack.ReadPlayerState(state->GetPlayer().GetEntity().GetState());
+ glm::vec3 orient(glm::eulerAngles(state->GetPlayer().GetEntity().Orientation()));
+ state->GetPlayerController().TurnHead(orient.x, orient.y);
env.state.PopAfter(this);
env.state.Push(state.get());
chunk_renderer.FogDensity(wc.fog_density);
if (save.Exists(player)) {
save.Read(player);
+ glm::vec3 orient(glm::eulerAngles(player.GetEntity().Orientation()));
+ input.TurnHead(orient.x, orient.y);
} else {
spawn_player = true;
}