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Restore CCameraManager::GetCurrentCamera's proper behavior (AKA, I'm an idiot)
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@@ -1,5 +1,6 @@
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#include "CCompoundTargetReticle.hpp"
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#include "GameGlobalObjects.hpp"
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#include "Camera/CGameCamera.hpp"
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#include "CSimplePool.hpp"
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#include "Graphics/CModel.hpp"
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#include "CStateManager.hpp"
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@@ -23,8 +24,8 @@ CTargetReticleRenderState::CTargetReticleRenderState(TUniqueId target, float f1,
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}
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CCompoundTargetReticle::CCompoundTargetReticle(const CStateManager& mgr)
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: x0_(static_cast<const CActor*>(mgr.GetCameraManager()->GetCurrentCamera(mgr))->GetTransform().buildMatrix3f())
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, x10_(static_cast<const CActor*>(mgr.GetCameraManager()->GetCurrentCamera(mgr))->GetTransform().buildMatrix3f())
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: x0_(mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().buildMatrix3f())
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, x10_(mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTransform().buildMatrix3f())
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, x2c_overshootOffsetHalf(0.5f * g_tweakTargeting->GetOvershootOffset())
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, x30_premultOvershootOffset(calculate_premultiplied_overshoot_offset(g_tweakTargeting->GetOvershootOffset()))
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, x34_crosshairs(g_SimplePool->GetObj(skCrosshairsReticleAssetName))
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