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Camera shakers and controller action scripting
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@@ -23,7 +23,7 @@ class CCameraManager
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static float sThirdPersonFOV;
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TUniqueId x0_curCameraId;
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std::vector<TUniqueId> x4_cineCameras;
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std::list<CCameraShakeData> x18_shakers;
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std::list<CCameraShakeData> x14_shakers;
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u32 x2c_lastShakeId = 0;
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zeus::CVector3f x30_shakeOffset;
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CGameArea::CAreaFog x3c_fog;
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@@ -32,7 +32,10 @@ class CCameraManager
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CFirstPersonCamera* x7c_fpCamera = nullptr;
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CBallCamera* x80_ballCamera = nullptr;
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s16 x84_rumbleId = -1;
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float x94_;
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float x90_ = 0.f;
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float x94_ = 1.f;
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float x98_ = 0.f;
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float x9c_ = 1.f;
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union
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{
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@@ -77,7 +80,7 @@ public:
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zeus::CVector3f GetGlobalCameraTranslation(const CStateManager& stateMgr) const;
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zeus::CTransform GetCurrentCameraTransform(const CStateManager& stateMgr) const;
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void RemoveCameraShaker(int id);
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int AddCameraShaker(const CCameraShakeData& data);
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int AddCameraShaker(const CCameraShakeData& data, bool sfx);
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void AddCinemaCamera(TUniqueId, CStateManager& stateMgr);
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void SetInsideFluid(bool, TUniqueId);
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void Update(float dt, CStateManager& stateMgr);
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