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@ -176,9 +176,15 @@ CCam::Process(void)
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case MODE_CAM_ON_A_STRING:
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Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_REACTION:
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// case MODE_FOLLOW_PED_WITH_BIND:
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// case MODE_CHRIS:
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case MODE_REACTION:
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Process_ReactionCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_FOLLOW_PED_WITH_BIND:
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Process_FollowPed_WithBinding(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_CHRIS:
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Process_Chris_With_Binding_PlusRotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_BEHINDBOAT:
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Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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@ -883,7 +889,7 @@ CCam::PrintMode(void)
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break;
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case MODE_REACTION:
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sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String ");
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sprintf(buf, " Uses Locking Button LeftShoulder 1. ");
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sprintf(buf, " Uses Locking Button LeftShoulder 1. "); // lie
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break;
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case MODE_FOLLOW_PED_WITH_BIND:
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sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking ");
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@ -4092,6 +4098,277 @@ CCam::ProcessArrestCamTwo(void)
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return false;
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}
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/*
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* Unused PS2 cams
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*/
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void
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CCam::Process_Chris_With_Binding_PlusRotation(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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static float AngleToBinned = 0.0f;
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static float StartingAngleLastChange = 0.0f;
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static float FixedTargetOrientation = 0.0f;
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static float DeadZoneReachedOnePrevious;
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FOV = DefaultFOV; // missing in game
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bool FixOrientation = true;
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if(ResetStatics){
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Rotating = false;
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DeadZoneReachedOnePrevious = 0.0f;
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FixedTargetOrientation = 0.0f;
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ResetStatics = false;
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}
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CVector TargetCoors = CameraTarget;
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float StickX = CPad::GetPad(0)->GetRightStickX();
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float StickY = CPad::GetPad(0)->GetRightStickY();
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float StickAngle;
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if(StickX != 0.0 || StickY != 0.0f) // BUG: game checks StickX twice
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StickAngle = CGeneral::GetATanOfXY(StickX, StickY); // result unused?
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else
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FixOrientation = false;
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CVector Dist = Source - TargetCoors;
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Source.z = TargetCoors.z + 0.75f;
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float Length = Dist.Magnitude2D();
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if(Length > 2.5f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
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}else if(Length < 2.4f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
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}
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Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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if(CPad::GetPad(0)->GetLeftShoulder1()){
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FixedTargetOrientation = TargetOrientation;
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Rotating = true;
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}
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if(FixOrientation){
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Rotating = true;
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FixedTargetOrientation = StickX/128.0f + Beta - PI;
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}
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if(Rotating){
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Dist = Source - TargetCoors;
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Length = Dist.Magnitude2D();
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// inlined
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WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
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Source.x = TargetCoors.x + Length*Cos(Beta);
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Source.y = TargetCoors.y + Length*Sin(Beta);
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float DeltaBeta = FixedTargetOrientation+PI - Beta;
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while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
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while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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if(Abs(DeltaBeta) < 0.06f)
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Rotating = false;
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}
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Front = TargetCoors - Source;
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Front.Normalise();
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CVector Front2 = Front;
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Front2.Normalise(); // What?
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// FIX: the meaning of this value must have changed somehow
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Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
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// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
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GetVectorsReadyForRW();
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}
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void
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CCam::Process_ReactionCam(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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static float AngleToBinned = 0.0f;
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static float StartingAngleLastChange = 0.0f;
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static float FixedTargetOrientation;
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static float DeadZoneReachedOnePrevious;
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static uint32 TimeOfLastChange;
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uint32 Time;
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bool DontBind = false; // BUG: left uninitialized
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FOV = DefaultFOV; // missing in game
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if(ResetStatics){
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Rotating = false;
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DeadZoneReachedOnePrevious = 0.0f;
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FixedTargetOrientation = 0.0f;
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ResetStatics = false;
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DontBind = false;
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}
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CVector TargetCoors = CameraTarget;
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CVector Dist = Source - TargetCoors;
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Source.z = TargetCoors.z + 0.75f;
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float Length = Dist.Magnitude2D();
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if(Length > 2.5f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
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}else if(Length < 2.4f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
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}
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Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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float StickX = CPad::GetPad(0)->GetLeftStickX();
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float StickY = CPad::GetPad(0)->GetLeftStickY();
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float StickAngle;
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if(StickX != 0.0 || StickY != 0.0f){
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StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
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while(StickAngle >= PI) StickAngle -= 2*PI;
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while(StickAngle < -PI) StickAngle += 2*PI;
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}else
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StickAngle = 1000.0f;
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if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
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DontBind = true;
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Time = CTimer::GetTimeInMilliseconds();
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}
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if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
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if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
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FixedTargetOrientation = TargetOrientation;
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Rotating = true;
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TimeOfLastChange = CTimer::GetTimeInMilliseconds();
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}
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}
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// These two together don't make much sense.
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// Only prevents rotation for one frame
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AngleToBinned = StickAngle;
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if(DontBind)
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TimeOfLastChange = Time;
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if(Rotating){
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Dist = Source - TargetCoors;
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Length = Dist.Magnitude2D();
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// inlined
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WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
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Source.x = TargetCoors.x + Length*Cos(Beta);
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Source.y = TargetCoors.y + Length*Sin(Beta);
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float DeltaBeta = FixedTargetOrientation+PI - Beta;
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while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
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while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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if(Abs(DeltaBeta) < 0.06f)
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Rotating = false;
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}
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Front = TargetCoors - Source;
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Front.Normalise();
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CVector Front2 = Front;
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Front2.Normalise(); // What?
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// FIX: the meaning of this value must have changed somehow
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Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
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// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
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GetVectorsReadyForRW();
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}
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void
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CCam::Process_FollowPed_WithBinding(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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static float AngleToBinned = 0.0f;
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static float StartingAngleLastChange = 0.0f;
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static float FixedTargetOrientation;
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static float DeadZoneReachedOnePrevious;
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static uint32 TimeOfLastChange;
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uint32 Time;
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bool DontBind = false;
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FOV = DefaultFOV; // missing in game
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if(ResetStatics){
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Rotating = false;
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DeadZoneReachedOnePrevious = 0.0f;
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FixedTargetOrientation = 0.0f;
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ResetStatics = false;
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}
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CVector TargetCoors = CameraTarget;
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CVector Dist = Source - TargetCoors;
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Source.z = TargetCoors.z + 0.75f;
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float Length = Dist.Magnitude2D();
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if(Length > 2.5f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.5f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.5f;
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}else if(Length < 2.4f){
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Source.x = TargetCoors.x + Dist.x/Length * 2.4f;
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Source.y = TargetCoors.y + Dist.y/Length * 2.4f;
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}
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Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
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float StickX = CPad::GetPad(0)->GetLeftStickX();
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float StickY = CPad::GetPad(0)->GetLeftStickY();
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float StickAngle;
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if(StickX != 0.0 || StickY != 0.0f){
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StickAngle = CGeneral::GetATanOfXY(StickX, StickY);
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while(StickAngle >= PI) StickAngle -= 2*PI;
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while(StickAngle < -PI) StickAngle += 2*PI;
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}else
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StickAngle = 1000.0f;
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if(Abs(StickAngle-AngleToBinned) > DEGTORAD(15.0f)){
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DontBind = true;
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Time = CTimer::GetTimeInMilliseconds();
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}
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if(CTimer::GetTimeInMilliseconds()-TimeOfLastChange > 200){
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if(Abs(HALFPI-StickAngle) > DEGTORAD(50.0f)){
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FixedTargetOrientation = TargetOrientation;
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Rotating = true;
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TimeOfLastChange = CTimer::GetTimeInMilliseconds();
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}
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}
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if(CPad::GetPad(0)->GetLeftShoulder1JustDown()){
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FixedTargetOrientation = TargetOrientation;
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Rotating = true;
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TimeOfLastChange = CTimer::GetTimeInMilliseconds();
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}
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// These two together don't make much sense.
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// Only prevents rotation for one frame
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AngleToBinned = StickAngle;
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if(DontBind)
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TimeOfLastChange = Time;
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if(Rotating){
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Dist = Source - TargetCoors;
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Length = Dist.Magnitude2D();
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// inlined
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WellBufferMe(FixedTargetOrientation+PI, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
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Source.x = TargetCoors.x + Length*Cos(Beta);
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Source.y = TargetCoors.y + Length*Sin(Beta);
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float DeltaBeta = FixedTargetOrientation+PI - Beta;
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while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
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while(DeltaBeta < -PI) DeltaBeta += 2*PI;
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if(Abs(DeltaBeta) < 0.06f)
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Rotating = false;
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}
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Front = TargetCoors - Source;
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Front.Normalise();
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CVector Front2 = Front;
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Front2.Normalise(); // What?
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// FIX: the meaning of this value must have changed somehow
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Source -= Front2 * TheCamera.m_fPedZoomValueSmooth*1.5f;
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// Source += Front2 * TheCamera.m_fPedZoomValueSmooth;
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GetVectorsReadyForRW();
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}
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STARTPATCHES
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InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
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InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
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