- //sceneObjs[curObject].x += diffx * cos(angler) * 0.1;\r
- sceneObjs[curObject].x += diffy * cos(M_PI/2 + angler) * 0.1;\r
-\r
- //sceneObjs[curObject].z += diffx * sin(angler) * 0.1;\r
- sceneObjs[curObject].z += diffy * sin(M_PI/2 + angler) * 0.1;\r
+ sceneObjs[curObject].x += diffx * cos(angler) * 0.1 + diffy * cos(M_PI/2 + angler) * 0.1;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * 0.1 + diffy * sin(M_PI/2 + angler) * 0.1;\r