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Re-add cutscene widescreen; eject occupants properly
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1961661d14
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@ -84,6 +84,8 @@ VehicleObject::VehicleObject(GameWorld* engine, const glm::vec3& pos, const glm:
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VehicleObject::~VehicleObject()
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{
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ejectAll();
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engine->dynamicsWorld->removeAction(physVehicle);
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for(auto& p : dynamicParts)
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@ -95,8 +97,6 @@ VehicleObject::~VehicleObject()
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delete physVehicle;
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delete physRaycaster;
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ejectAll();
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}
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void VehicleObject::setPosition(const glm::vec3& pos)
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@ -494,7 +494,7 @@ void GameRenderer::renderWorld(const ViewCamera &camera, float alpha)
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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if( engine->state.isCinematic && splashTexName == 0 ) {
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if( (engine->state.isCinematic || engine->state.currentCutscene ) && splashTexName == 0 ) {
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renderLetterbox();
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}
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@ -218,10 +218,13 @@ void game_fade_screen(const ScriptArguments& args)
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args.getVM()->getWorld()->state.fadeTime = args[0].integer / 1000.f;
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args.getVM()->getWorld()->state.fadeOut = !!args[1].integer;
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args.getVM()->getWorld()->state.fadeStart = args.getVM()->getWorld()->gameTime;
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std::cout << "Fade " << args[0].integer << " " << args[1].integer << std::endl;
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}
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bool game_screen_fading(const ScriptArguments& args)
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{
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if( args.getVM()->getWorld()->state.skipCutscene )
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{
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return false;
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}
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return args.getVM()->getWorld()->gameTime <
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args.getVM()->getWorld()->state.fadeStart + args.getVM()->getWorld()->state.fadeTime;
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}
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