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Follow 30-degree rule when exiting morph ball

This commit is contained in:
Jack Andersen
2018-06-21 14:45:29 -10:00
parent 718d2cb29e
commit 4a19b160b9
3 changed files with 3 additions and 3 deletions

View File

@@ -1517,7 +1517,7 @@ void CBallCamera::UpdateTransitionFromBallCamera(CStateManager& mgr)
deltaFlat.z = 0.f; deltaFlat.z = 0.f;
if (deltaFlat.magnitude() > 0.001f) if (deltaFlat.magnitude() > 0.001f)
{ {
SetTransform(zeus::lookAt(splinePoint, eyePos)); SetTransform(zeus::lookAt(splinePoint, zeus::CVector3f::lerp(x1d8_lookPos, eyePos, morphFactor)));
} }
else else
{ {

View File

@@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
m->ResetGameState(); m->ResetGameState();
g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id)); g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
g_GameState->CurrentWorldState().SetAreaId(7); g_GameState->CurrentWorldState().SetAreaId(0);
g_GameState->GameOptions().ResetToDefaults(); g_GameState->GameOptions().ResetToDefaults();
g_GameState->WriteBackupBuf(); g_GameState->WriteBackupBuf();

Submodule specter updated: 11cd223c88...7d36a59969