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