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# Fixed infinite loop.
Also fixed sectorDivs so it's always initialised, since the complaints were annoying. Camera: Added a const. Super cavalry: Added required(?) aura attributes. This was SVN commit r3906.
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@@ -187,7 +187,7 @@ void CCamera::BuildCameraRay( int px, int py, CVector3D& origin, CVector3D& dir
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dir.Normalize();
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}
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void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
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void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y ) const
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{
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CMatrix3D transform;
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m_Orientation.GetInverse( transform );
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@@ -203,8 +203,8 @@ void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
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CVector3D CCamera::GetWorldCoordinates( int px, int py )
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{
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CHFTracer tracer( g_Game->GetWorld()->GetTerrain() ); int x, z;
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CHFTracer tracer( g_Game->GetWorld()->GetTerrain() );
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int x, z;
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CVector3D origin, dir, delta, currentTarget;
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BuildCameraRay( px, py, origin, dir );
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