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Fix camera mode not following boomerang with first person rang (#4716)
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@ -11496,13 +11496,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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camMode = CAM_MODE_TALK;
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camMode = CAM_MODE_TALK;
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} else if (this->stateFlags1 & PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS) {
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} else if (this->stateFlags1 & PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS) {
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if (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) {
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if (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) {
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// #region SOH [Enhancement]
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if (CVarGetInteger(CVAR_ENHANCEMENT("BoomerangFirstPerson"), 0)) {
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camMode = CAM_MODE_TARGET;
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// #endregion
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} else {
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camMode = CAM_MODE_FOLLOWBOOMERANG;
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camMode = CAM_MODE_FOLLOWBOOMERANG;
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}
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} else {
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} else {
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camMode = CAM_MODE_FOLLOWTARGET;
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camMode = CAM_MODE_FOLLOWTARGET;
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}
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}
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@ -11515,7 +11509,13 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
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} else if (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) {
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} else if (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN) {
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// #region SOH [Enhancement]
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// #region SOH [Enhancement]
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if (CVarGetInteger(CVAR_ENHANCEMENT("BoomerangFirstPerson"), 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("BoomerangFirstPerson"), 0)) {
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camMode = CAM_MODE_TARGET;
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// Avoid camera jumps by switching to normal cam to exit the first person camera,
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// before following the boomerang
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if (Play_GetCamera(play, 0)->mode == CAM_MODE_FIRSTPERSON) {
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camMode = CAM_MODE_NORMAL;
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} else {
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camMode = CAM_MODE_FOLLOWBOOMERANG;
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}
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// #endregion
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// #endregion
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} else {
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} else {
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camMode = CAM_MODE_FOLLOWBOOMERANG;
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camMode = CAM_MODE_FOLLOWBOOMERANG;
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