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CCameraManager: Collapse private static variables into functions
Four of the five variables aren't modified, so they can be specified directly within the functions and just be reused in place of the variable names. This allows the constants to be elided or put into read-only memory if necessary. It also makes the mutable value explicit.
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@@ -15,11 +15,7 @@
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#include "World/CExplosion.hpp"
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namespace urde {
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float CCameraManager::sAspect = 1.42f;
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float CCameraManager::sFarPlane = 750.f;
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float CCameraManager::sNearPlane = 0.2f;
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float CCameraManager::sFirstPersonFOV = 55.f;
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float CCameraManager::sThirdPersonFOV = 60.f;
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CCameraManager::CCameraManager(TUniqueId curCameraId) : x0_curCameraId(curCameraId) {
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CSfxManager::AddListener(CSfxManager::ESfxChannels::Game, zeus::skZero3f, zeus::skZero3f,
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@@ -135,13 +131,13 @@ void CCameraManager::CreateStandardCameras(CStateManager& stateMgr) {
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TUniqueId fpId = stateMgr.AllocateUniqueId();
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x7c_fpCamera =
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new CFirstPersonCamera(fpId, zeus::CTransform(), stateMgr.Player()->GetUniqueId(),
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g_tweakPlayer->GetOrbitCameraSpeed(), sFirstPersonFOV, sNearPlane, sFarPlane, sAspect);
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g_tweakPlayer->GetOrbitCameraSpeed(), sFirstPersonFOV, NearPlane(), FarPlane(), Aspect());
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stateMgr.AddObject(x7c_fpCamera);
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stateMgr.Player()->SetCameraState(CPlayer::EPlayerCameraState::FirstPerson, stateMgr);
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SetCurrentCameraId(fpId, stateMgr);
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x80_ballCamera = new CBallCamera(stateMgr.AllocateUniqueId(), stateMgr.Player()->GetUniqueId(),
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zeus::CTransform(), sThirdPersonFOV, sNearPlane, sFarPlane, sAspect);
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x80_ballCamera = new CBallCamera(stateMgr.AllocateUniqueId(), stateMgr.Player()->GetUniqueId(), zeus::CTransform(),
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ThirdPersonFOV(), NearPlane(), FarPlane(), Aspect());
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stateMgr.AddObject(x80_ballCamera);
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x88_interpCamera = new CInterpolationCamera(stateMgr.AllocateUniqueId(), zeus::CTransform());
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