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Follow 30-degree rule when exiting morph ball
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@@ -1517,7 +1517,7 @@ void CBallCamera::UpdateTransitionFromBallCamera(CStateManager& mgr)
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deltaFlat.z = 0.f;
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deltaFlat.z = 0.f;
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if (deltaFlat.magnitude() > 0.001f)
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if (deltaFlat.magnitude() > 0.001f)
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{
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{
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SetTransform(zeus::lookAt(splinePoint, eyePos));
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SetTransform(zeus::lookAt(splinePoint, zeus::CVector3f::lerp(x1d8_lookPos, eyePos, morphFactor)));
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}
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}
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else
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else
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{
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{
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@@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
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m->ResetGameState();
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m->ResetGameState();
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g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
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g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
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g_GameState->CurrentWorldState().SetAreaId(7);
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g_GameState->CurrentWorldState().SetAreaId(0);
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g_GameState->GameOptions().ResetToDefaults();
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g_GameState->GameOptions().ResetToDefaults();
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g_GameState->WriteBackupBuf();
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g_GameState->WriteBackupBuf();
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2
specter
2
specter
Submodule specter updated: 11cd223c88...7d36a59969
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