Search JavaScript code of all Worlds for: ABWorld lookat
ABWorld.lookat.copy ( theagent.position ); ABWorld.lookat.y = LOOKAT_Y ; ABWorld.lookat.x = ABWorld.lookat.x + ( (startRadiusConst * 3) * Math.sin(agentRotation) ); ABWorld.lookat.z = ABWorld.lookat.z + ( (startRadiusConst * 3) * Math.cos(agentRotation) );
ABWorld.lookat.copy ( steve.position ); ABWorld.lookat.y = lookAtY ; ABWorld.lookat.x = ABWorld.lookat.x + ( (startRadiusConst * 3) * Math.sin(steveRotation) ); ABWorld.lookat.z = ABWorld.lookat.z + ( (startRadiusConst * 3) * Math.cos(steveRotation) );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.lookat.y = LOOKAT_Y ; // adjusted
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( ABWorld.scene.position );
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy(player.position); ABWorld.lookat.y = LOOKAT_Y; ABWorld.lookat.x = ABWorld.lookat.x + startRadiusConst * 3 * Math.sin(agentRotation); ABWorld.lookat.z =
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is ABWorld.lookat.y = LOOKAT_Y ; // adjusted
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy(theenemy.position); // if camera moving, look back at where the enemy is
ABWorld.lookat.copy ( theenemy.position ); // if camera moving, look back at where the enemy is