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- Fixed: SetCamera didn't have the 'action' identifier, nor did it use the actual 'cam' actor provided, rendering it nonfunctional.
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2 changed files with 6 additions and 6 deletions
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@ -6923,18 +6923,18 @@ DEFINE_ACTION_FUNCTION(AActor, SetCamera)
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if (self->player == nullptr || self->player->mo != self) return 0;
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if (camera == nullptr)
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if (cam == nullptr)
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{
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camera = self;
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cam = self;
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revert = false;
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}
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AActor *oldcamera = self->player->camera;
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self->player->camera = camera;
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self->player->camera = cam;
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if (revert) self->player->cheats |= CF_REVERTPLEASE;
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if (oldcamera != camera)
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if (oldcamera != cam)
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{
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R_ClearPastViewer(camera);
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R_ClearPastViewer(cam);
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}
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return 0;
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}
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@ -498,7 +498,7 @@ class Actor : Thinker native
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native bool UsePuzzleItem(int PuzzleItemType);
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native float AccuracyFactor();
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native bool MorphMonster (Class<Actor> spawntype, int duration, int style, Class<Actor> enter_flash, Class<Actor> exit_flash);
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native void SetCamera(Actor cam, bool revert = false);
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action native void SetCamera(Actor cam, bool revert = false);
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// DECORATE compatible functions
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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