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Cinematic camera core functionality. Patch by Vladislav Belov.
Based on existing code that was still around from an old(not working) implementation. Supports basic control from trigger scirpts (queue, start and stop camera paths) and works in multiplayer. This was SVN commit r17594.
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@@ -408,27 +408,25 @@ void CMapWriter::WriteXML(const VfsPath& filename,
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for ( ; it != paths.end(); ++it )
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{
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CStrW name = it->first;
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float timescale = it->second.GetTimescale();
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XML_Element("Path");
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XML_Attribute("name", name);
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XML_Attribute("timescale", timescale);
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fixed timescale = it->second.GetTimescale();
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const std::vector<SplineData>& nodes = it->second.GetAllNodes();
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const CCinemaData* data = it->second.GetData();
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{
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XML_Element("Distortion");
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XML_Attribute("mode", data->m_Mode);
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XML_Attribute("style", data->m_Style);
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XML_Attribute("growth", data->m_Growth);
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XML_Attribute("switch", data->m_Switch);
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}
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XML_Element("Path");
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XML_Attribute("name", data->m_Name);
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XML_Attribute("timescale", timescale);
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XML_Attribute("orientation", data->m_Orientation);
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XML_Attribute("mode", data->m_Mode);
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XML_Attribute("style", data->m_Style);
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for ( ssize_t j=nodes.size()-1; j >= 0; --j )
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// TODO: write target nodes
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for (size_t j = 0; j < nodes.size(); ++j)
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{
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XML_Element("Node");
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if (j > 0)
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XML_Attribute("deltatime", nodes[j - 1].Distance);
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else
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XML_Attribute("deltatime", 0.0f);
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{
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XML_Element("Position");
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@@ -443,8 +441,6 @@ void CMapWriter::WriteXML(const VfsPath& filename,
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XML_Attribute("y", nodes[j].Rotation.Y);
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XML_Attribute("z", nodes[j].Rotation.Z);
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}
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XML_Setting("Time", nodes[j].Distance);
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}
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}
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}
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