keep cruise control going when the game is not focused
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@ -429,6 +429,10 @@ pub fn apply_input_to_player(
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axis_input += 1.0 * DVec3::from(player_transform.rotation.inverse() * stop_direction.as_vec3());
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}
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}
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} else {
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if settings.cruise_control_active {
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axis_input.z += 1.2;
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}
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}
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// In typical games we would normalize the input vector so that diagonal movement is as
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// fast as forward or sideways movement. But here, we merely clamp each direction to an
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