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| author | David Racine <bass_dr@hotmail.com> | 2026-06-24 12:24:19 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-06-24 16:24:19 +0000 |
| commit | 8cf4ff5f141c78910f64d49213125fd661a559d2 (patch) | |
| tree | 8ad96f6a7022cf068157e5cf2fc1d224cde5381b /StormLib/src/SFileAttributes.cpp | |
| parent | 4a875dca4170f8a21b3e043d1bfb3d10d90e5822 (diff) | |
fix: free look continues from forced view when leaving a fixed camera (#4953) (#6808)
When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room
alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free
Look angles in play->camX/camY are left untouched while manualCamera stays
set. On exit, Camera_Free resumed from those stale pre-alcove angles, so
the camera snapped/reversed instead of following the player out.
This does NOT change the forced-camera behavior: the alcove still clamps
exactly as the game intends. It only fixes the hand-off back to Free Look:
when Camera_Free resumes after another camera function drove the previous
frame (detected via a frame-number gap), the free-look yaw/pitch are
re-seeded from the camera's current orientation so the view continues from
where it was left.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Diffstat (limited to 'StormLib/src/SFileAttributes.cpp')
0 files changed, 0 insertions, 0 deletions
