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Restore CCameraManager::GetCurrentCamera's proper behavior (AKA, I'm an idiot)
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@@ -142,16 +142,16 @@ void CCameraManager::Update(float dt, CStateManager& stateMgr)
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#endif
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}
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CEntity* CCameraManager::GetCurrentCamera(CStateManager& stateMgr) const
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CGameCamera* CCameraManager::GetCurrentCamera(CStateManager& stateMgr) const
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{
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CObjectList* camList = stateMgr.ObjectListById(EGameObjectList::GameCamera);
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return camList->GetObjectById(GetCurrentCameraId());
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return static_cast<CGameCamera*>(camList->GetObjectById(GetCurrentCameraId()));
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}
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const CEntity* CCameraManager::GetCurrentCamera(const CStateManager& stateMgr) const
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const CGameCamera* CCameraManager::GetCurrentCamera(const CStateManager& stateMgr) const
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{
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const CObjectList* camList = stateMgr.GetObjectListById(EGameObjectList::GameCamera);
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return camList->GetObjectById(GetCurrentCameraId());
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return static_cast<const CGameCamera*>(camList->GetObjectById(GetCurrentCameraId()));
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}
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void CCameraManager::SkipCinematic(CStateManager& stateMgr)
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