Translations:45 Strafe/32/zh

distance = movementFactor / distance; strafe = strafe * distance; forward = forward * distance; float sinYaw = MathHelper.sin(this.rotationYaw * Math.PI / 180.0F); float cosYaw = MathHelper.cos(this.rotationYaw * Math.PI / 180.0F); this.motionX += strafe * cosYaw - forward * sinYaw; this.motionZ += forward * cosYaw + strafe * sinYaw; } }