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