useless cam functions
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@@ -58,6 +58,7 @@ public:
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void SetCamAngularMovement(const Vec2f& mov);
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void SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCursorPos);
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void SetCamLook(const Vec2f& worldPos);
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void ResetCamLook();
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void SetBackgroundColor(const Vec3f& color) { m_BackgroundColor = color; }
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@@ -48,6 +48,7 @@ public:
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void Update();
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void Render();
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void ResetCam();
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void SetCamPos(float camX, float camY);
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void MoveCam(float relativeX, float relativeY);
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@@ -117,6 +117,7 @@ void ClientGame::HandlePacket(const protocol::WorldDataPacket* packet) {
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m_WorldRenderer.LoadModels();
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// set cam pos to player spawn
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const game::Spawn& spawn = m_World->GetTeam(m_Player->GetTeamColor()).GetSpawn();
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m_WorldRenderer.ResetCam();
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m_WorldRenderer.SetCamPos(spawn.GetCenterX(), spawn.GetCenterY());
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}
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@@ -107,6 +107,10 @@ void Renderer::SetCamMovement(const Vec2f& lastCursorPos, const Vec2f& currentCu
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SetCamLook(m_Camera.CamLook - movement);
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}
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void Renderer::ResetCamLook() {
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m_Camera = Camera();
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}
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void Renderer::SetCamPos(const Vec3f& newPos) {
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Vec3f front = {
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@@ -130,6 +130,10 @@ void WorldRenderer::RenderTooltips() const {
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RenderCastleTooltip();
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}
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void WorldRenderer::ResetCam() {
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m_Renderer->ResetCamLook();
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}
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void WorldRenderer::MoveCam(float relativeX, float relativeY) {
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if (m_WorldVao == nullptr)
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return;
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