Camera
In Marmot, you can adjust a player or audience’s camera, to control their pitch, yaw, roll, and FOV.
If any fields are left empty:
pitchwill default to -1 (don’t change from the client’s current pitch)yawwill default to -1 (don’t change from the client’s current yaw)rollwill default to -1 (don’t change from the client’s current roll)fovwill default to -1 (don’t change from the client’s current fov)fovOpwill default to0(FovOp.SET)- Options:
SET,ADD,DIV,MUL,RESET
- Options:
fovAnimTickswill default to5lockFovwill default to falseanimateFovwill default to false
In Kotlin, it looks like this:
player.adjustCamera( pitch = 0, yaw = 0, roll = 15, // degrees, 360 for one revolution fov = 90, fovOp = FovOp.SET, fovAnimTicks = 2, // how many ticks to spend interpolating/animating the FOV lockFov = true, // false grants control back to vanilla/zoom mods animateFov = true // whether to interpolate the FOV change or immediately apply it)