c_rotate(player,ang_add(player.pan + 24 * (key_a - key_d) * time_step), IGNORE_PASSABLE);
c_rotate(player, vector(player.pan * 10 * (key_a - key_d) * time_step, 0, 0), IGNORE_PASSABLE);
c_rotate(player, vector(player.pan * 10 * time_step * (key_a - key_d), 0, 0), IGNORE_PASSABLE);
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