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* Fix 3rd person camera 180-degree flip after cam anim ends When a cam anim (NPC interaction cutscene) ends, FUN_1004b6d0 places the player actor at the camera's final position using the camera's direction, which uses standard convention (z = visual forward). The 3rd person camera relies on backward-z convention (z = visual backward, from TurnAround). This mismatch caused the camera to face 180 degrees wrong permanently after any cam anim. Add a HandleCamAnimEnd extension hook in FUN_1004b6d0 that, when the 3rd person camera is active, flips the ROI direction back to backward-z and re-establishes the correct camera position. |
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| .. | ||
| lego | ||
| modeldb | ||
| mxdirectx | ||
| mxgeometry | ||
| mxstl | ||
| omni | ||
| realtime | ||
| res | ||
| tgl | ||
| viewmanager | ||
| cursor.h | ||
| define.cpp | ||
| define.h | ||
| lego1_export.h | ||
| lego1_pch.h | ||
| library_msvc.h | ||
| library_smack.h | ||
| library_smartheap.h | ||
| main.cpp | ||