Take inclination into account when shooting breaches.
Take inclination into account when shooting breaches.

Preserves the horizontal, not the vertical,
thus results can seem a bit strange, but this
is due to the 3D projection.
When facing the breach (by moving left/right),
the breach will look perfectly vertical.

In order to get a visually vertical vertical,
we should project playerLookAt * playerInclinaison.

ofavre/Breach