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TWINE: fixed free camera movement in other scenes
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5f0c807a05
commit
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@ -39,8 +39,6 @@ void DebugGrid::changeGridCamera() {
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return;
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}
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ScopedKeyMap scopedKeyMap(_engine, mainKeyMapId);
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if (_engine->_input->isActionActive(TwinEActionType::DebugGridCameraPressUp)) {
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_engine->_grid->newCameraZ--;
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_engine->_redraw->reqBgRedraw = true;
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@ -437,6 +437,7 @@ void Redraw::redrawEngineActions(int32 bgRedraw) { // fullRedraw
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// Drawing unknown
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else if (flags < 0x1000) {
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// TODO reverse this part of the code
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warning("Not yet reversed part of the rendering code");
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}
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// Drawing sprite actors
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else if (flags == 0x1000) {
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@ -26,6 +26,7 @@
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#include "common/util.h"
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#include "twine/actor.h"
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#include "twine/animations.h"
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#include "twine/debug_grid.h"
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#include "twine/extra.h"
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#include "twine/gamestate.h"
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#include "twine/grid.h"
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@ -449,7 +450,7 @@ void Scene::processActorZones(int32 actorIdx) {
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}
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break;
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case kCamera:
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if (currentlyFollowedActor == actorIdx) {
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if (currentlyFollowedActor == actorIdx && !_engine->_debugGrid->useFreeCamera) {
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_engine->disableScreenRecenter = true;
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if (_engine->_grid->newCameraX != zone->infoData.CameraView.x || _engine->_grid->newCameraY != zone->infoData.CameraView.y || _engine->_grid->newCameraZ != zone->infoData.CameraView.z) {
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_engine->_grid->newCameraX = zone->infoData.CameraView.x;
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