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PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
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@ -1038,10 +1038,10 @@ void CReplay::ProcessReplayCamera(void)
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TheCamera.GetUp() = CVector(0.0f, 1.0f, 0.0f);
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TheCamera.GetRight() = CVector(1.0f, 0.0f, 0.0f);
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetRight();
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pm->pos = TheCamera.GetPosition();
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pm->at = TheCamera.GetForward();
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pm->up = TheCamera.GetUp();
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pm->right = TheCamera.GetRight();
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break;
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}
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case REPLAYCAMMODE_FIXED:
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@ -1057,10 +1057,10 @@ void CReplay::ProcessReplayCamera(void)
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TheCamera.GetMatrix().GetUp() = up;
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TheCamera.GetMatrix().GetRight() = right;
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetMatrix().GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetMatrix().GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetMatrix().GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetMatrix().GetRight();
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pm->pos = TheCamera.GetMatrix().GetPosition();
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pm->at = TheCamera.GetMatrix().GetForward();
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pm->up = TheCamera.GetMatrix().GetUp();
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pm->right = TheCamera.GetMatrix().GetRight();
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break;
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}
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default:
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@ -1581,10 +1581,10 @@ void CReplay::ProcessLookAroundCam(void)
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TheCamera.GetRight() = right;
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TheCamera.SetPosition(camera_pt);
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetRight();
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pm->pos = TheCamera.GetPosition();
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pm->at = TheCamera.GetForward();
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pm->up = TheCamera.GetUp();
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pm->right = TheCamera.GetRight();
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TheCamera.CalculateDerivedValues();
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RwMatrixUpdate(RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
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RwFrameUpdateObjects(RwCameraGetFrame(TheCamera.m_pRwCamera));
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