Added: Camera automatically shifts to an angle from behind the player.
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@@ -26,6 +26,10 @@ Camera::~Camera() {}
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void Camera::update(Pad &t_pad, Mesh &t_mesh)
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void Camera::update(Pad &t_pad, Mesh &t_mesh)
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{
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{
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float cameraRot = (t_mesh.rotation.z * 180 / Math::PI) - (horizontalLevel * 180 / Math::PI);
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cameraRot += 180;
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cameraRot /= 15;
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horizontalLevel += cameraRot / (180 / Math::PI);
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rotate(t_pad);
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rotate(t_pad);
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followBy(t_mesh);
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followBy(t_mesh);
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Vector3 lookPos = Vector3(t_mesh.position.x, t_mesh.position.y + 10.0F, t_mesh.position.z);
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Vector3 lookPos = Vector3(t_mesh.position.x, t_mesh.position.y + 10.0F, t_mesh.position.z);
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@@ -35,10 +39,10 @@ void Camera::update(Pad &t_pad, Mesh &t_mesh)
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void Camera::rotate(Pad &t_pad)
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void Camera::rotate(Pad &t_pad)
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{
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{
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if (t_pad.rJoyH <= 50)
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if (t_pad.rJoyH <= 100)
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horizontalLevel -= 0.08;
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horizontalLevel -= 0.08;
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else if (t_pad.rJoyH >= 200)
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else if (t_pad.rJoyH >= 200)
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horizontalLevel += 0.04;
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horizontalLevel += 0.08;
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/*
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/*
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if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F)
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if (t_pad.rJoyV <= 50 && verticalLevel > 25.0F)
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verticalLevel -= 0.9F;
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verticalLevel -= 0.9F;
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