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