}
if (inputState.getJump()) {
offset = offset.add(ts.upVector().mul(speed * dt));
}
if (inputState.getCrouch()) {
offset = offset.sub(ts.upVector().mul(speed * dt));
}
player.get(EntityHead.class).setOrientation(Quaternionf.fromAxesAnglesDeg(inputState.pitch(), inputState.yaw(), ts.getRotation().getAxesAngleDeg().getZ()));
player.getPhysics().translate(offset);
player.getPhysics().setRotation(Quaternionf.fromAxesAnglesDeg(inputState.pitch(), inputState.yaw(), ts.getRotation().getAxesAngleDeg().getZ()));