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Change back Camera.GetPosition argument list to avoid breaking plugins
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4 changed files with 10 additions and 6 deletions
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@ -154,8 +154,10 @@ static Vec2 FirstPersonCamera_GetOrientation(struct LocalPlayer* p) {
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return v;
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}
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static Vec3 FirstPersonCamera_GetPosition(struct LocalPlayer* p, float t) {
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static Vec3 FirstPersonCamera_GetPosition(float t) {
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struct LocalPlayer* p = Entities.CurPlayer;
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struct Entity* e = &p->Base;
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Vec3 camPos = Entity_GetEyePosition(e);
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float yaw = e->Yaw * MATH_DEG2RAD;
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PerspectiveCamera_CalcViewBobbing(p, t, 1);
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@ -202,8 +204,10 @@ static float ThirdPersonCamera_GetZoom(struct LocalPlayer* p) {
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return dist;
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}
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static Vec3 ThirdPersonCamera_GetPosition(struct LocalPlayer* p, float t) {
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static Vec3 ThirdPersonCamera_GetPosition(float t) {
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struct LocalPlayer* p = Entities.CurPlayer;
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struct Entity* e = &p->Base;
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float dist = ThirdPersonCamera_GetZoom(p);
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Vec3 target, dir;
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Vec2 rot;
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@ -51,7 +51,7 @@ struct Camera {
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/* Returns the current orientation of the camera. */
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Vec2 (*GetOrientation)(struct LocalPlayer* p);
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/* Returns the current interpolated position of the camera. */
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Vec3 (*GetPosition)(struct LocalPlayer* p, float t);
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Vec3 (*GetPosition)(float t);
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/* Called to update the camera's state. */
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/* Typically, this is used to adjust yaw/pitch based on accumulated mouse movement. */
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@ -968,7 +968,7 @@ void LocalPlayers_MoveToSpawn(struct LocationUpdate* update) {
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}
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/* TODO: This needs to be before new map... */
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Camera.CurrentPos = Camera.Active->GetPosition(Entities.CurPlayer, 0.0f);
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Camera.CurrentPos = Camera.Active->GetPosition(0.0f);
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}
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void LocalPlayer_CalcDefaultSpawn(struct LocalPlayer* p, struct LocationUpdate* update) {
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@ -640,7 +640,7 @@ static void DrawSplitscreen(float delta, float t, int i, int x, int y, int w, in
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Entities.CurPlayer = &LocalPlayer_Instances[i];
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LocalPlayer_SetInterpPosition(Entities.CurPlayer, t);
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Camera.CurrentPos = Camera.Active->GetPosition(Entities.CurPlayer, t);
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Camera.CurrentPos = Camera.Active->GetPosition(t);
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Game_DrawFrame(delta, t);
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}
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@ -684,7 +684,7 @@ static CC_INLINE void Game_RenderFrame(double delta) {
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t = (float)(entTask.accumulator / entTask.interval);
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LocalPlayer_SetInterpPosition(Entities.CurPlayer, t);
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Camera.CurrentPos = Camera.Active->GetPosition(Entities.CurPlayer, t);
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Camera.CurrentPos = Camera.Active->GetPosition(t);
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/* NOTE: EnvRenderer_UpdateFog also also sets clear color */
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EnvRenderer_UpdateFog();
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AudioBackend_Tick();
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