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improve free camera reset (#3225)
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@ -2138,8 +2138,6 @@ s32 Camera_Parallel1(Camera* camera) {
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OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
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OLib_Vec3fDiffToVecSphGeo(&atToEyeDir, at, eye);
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OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
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OLib_Vec3fDiffToVecSphGeo(&atToEyeNextDir, at, eyeNext);
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camera->play->manualCamera = false;
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switch (camera->animState) {
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switch (camera->animState) {
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case 0:
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case 0:
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case 0xA:
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case 0xA:
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@ -7888,6 +7886,15 @@ s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags) {
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break;
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break;
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}
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}
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}
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}
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// Clear free camera if an action is performed that would move the camera (targeting, first person, talking)
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if (CVarGetInteger("gFreeCamera", 0) && SetCameraManual(camera) == 1 &&
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((mode >= CAM_MODE_TARGET && mode <= CAM_MODE_BATTLE) ||
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(mode >= CAM_MODE_FIRSTPERSON && mode <= CAM_MODE_CLIMBZ) || mode == CAM_MODE_HANGZ ||
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mode == CAM_MODE_FOLLOWBOOMERANG)) {
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camera->play->manualCamera = false;
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}
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func_8005A02C(camera);
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func_8005A02C(camera);
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camera->mode = mode;
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camera->mode = mode;
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return 0x80000000 | mode;
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return 0x80000000 | mode;
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