#include "ent_glider.h"
#include "ent_region.h"
#include "ent_npc.h"
+#include "ent_camera.h"
#include "input.h"
#include "player_walk.h"
void world_entity_focus_camera( world_instance *world, u32 uid )
{
- if( mdl_entity_id_type( uid ) == k_ent_camera ){
+ if( mdl_entity_id_type( uid ) == k_ent_camera )
+ {
u32 index = mdl_entity_id_id( uid );
ent_camera *cam = mdl_arritm( &world->ent_camera, index );
-
- v3f dir = {0.0f,-1.0f,0.0f};
- mdl_transform_vector( &cam->transform, dir, dir );
- v3_angles( dir, world_static.focus_cam.angles );
- v3_copy( cam->transform.co, world_static.focus_cam.pos );
- world_static.focus_cam.fov = cam->fov;
+ ent_camera_unpack( cam, &world_static.focus_cam );
}
- else {
+ else
+ {
vg_camera_copy( &localplayer.cam, &world_static.focus_cam );
/* TODO ? */
{
world_instance *world = world_current_instance();
if( skaterift.activity != k_skaterift_ent_focus ){
- skateshop_render_nonfocused( world, &skaterift.cam );
+ skateshop_render_nonfocused( world, &g_render.cam );
return;
}