@@ -71,15 +71,15 @@ class_name FPSController3D
7171## [HeadMovement3D] reference, where the rotation of the camera sight is calculated
7272@onready var head : HeadMovement3D = get_node (NodePath ("Head" ))
7373
74- ## Camera3D reference
75- @onready var camera : Camera3D = get_node (NodePath ("Head/Camera" ))
74+ ## First Person Camera3D reference
75+ @onready var first_person_camera_reference : Marker3D = get_node (NodePath ("Head/FirstPersonCameraReference" ))
76+
77+ ## Third Person Camera3D reference
78+ @onready var third_person_camera_reference : Marker3D = get_node (NodePath ("Head/ThirdPersonCameraReference" ))
7679
7780## HeadBob reference
7881@onready var head_bob : HeadBob = get_node (NodePath ("Head/Head Bob" ))
7982
80- ## Stores normal fov from camera fov
81- @onready var normal_fov : float = camera .fov
82-
8383
8484## Configure mouse sensitivity, rotation limit angle and head bob
8585## After call the base class setup [CharacterController3D].
@@ -112,8 +112,9 @@ func move(_delta: float, input_axis := Vector2.ZERO, input_jump := false, input_
112112 else :
113113 _direction_base_node = self
114114 super .move (_delta , input_axis , input_jump , input_crouch , input_sprint , input_swim_down , input_swim_up )
115- if not is_fly_mode () and not swim_ability .is_floating () and not swim_ability .is_submerged ():
116- camera .set_fov (lerp (camera .fov , normal_fov , _delta * fov_change_speed ))
115+ # TODO Make in exemple this
116+ # if not is_fly_mode() and not swim_ability.is_floating() and not swim_ability.is_submerged()
117+ # camera.set_fov(lerp(camera.fov, normal_fov, _delta * fov_change_speed))
117118 _check_head_bob (_delta , input_axis )
118119
119120
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