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Grab currentCutscene as const ref
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056864e1d7
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@ -39,7 +39,7 @@ struct CutsceneTracks {
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float duration{0.f};
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glm::vec3 getPositionAt(float time) {
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glm::vec3 getPositionAt(float time) const {
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glm::vec3 p = position.rbegin()->second;
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for (auto it = position.begin(); it != position.end(); ++it) {
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if (it->first <= time) {
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@ -62,7 +62,7 @@ struct CutsceneTracks {
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return p;
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}
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glm::vec3 getTargetAt(float time) {
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glm::vec3 getTargetAt(float time) const {
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glm::vec3 p = position.rbegin()->second;
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for (auto it = target.begin(); it != target.end(); ++it) {
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if (it->first <= time) {
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@ -85,7 +85,7 @@ struct CutsceneTracks {
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return p;
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}
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float getZoomAt(float time) {
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float getZoomAt(float time) const {
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float r = zoom.rbegin()->second;
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for (auto it = zoom.begin(); it != zoom.end(); ++it) {
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if (it->first <= time) {
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@ -108,7 +108,7 @@ struct CutsceneTracks {
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return r;
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}
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float getRotationAt(float time) {
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float getRotationAt(float time) const {
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float r = rotation.rbegin()->second;
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for (auto it = rotation.begin(); it != rotation.end(); ++it) {
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if (it->first <= time) {
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@ -379,8 +379,8 @@ const ViewCamera& IngameState::getCamera(float alpha) {
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auto player = game->getWorld()->getPlayer();
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auto world = getWorld();
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if (state->currentCutscene && state->cutsceneStartTime >= 0.f) {
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auto& cutscene = state->currentCutscene;
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if (const auto& cutscene = state->currentCutscene;
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cutscene && state->cutsceneStartTime >= 0.f) {
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float cutsceneTime =
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std::min(world->getGameTime() - state->cutsceneStartTime,
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cutscene->tracks.duration);
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