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Improved camera mode transition
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@ -22,19 +22,18 @@
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params [["_newMode",GVAR(camMode)],["_newUnit",GVAR(camUnit)]];
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// Reset gun cam if mode is changing
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if (_newMode != GVAR(camMode)) then {
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GVAR(gunCam) = false;
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GVAR(camMode) = _newMode;
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};
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// When no units available to spectate, exit to freecam
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if (GVAR(unitList) isEqualTo []) then {
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GVAR(camMode) = 0;
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GVAR(camUnit) = objNull;
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_newMode = 0;
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_newUnit = objNull;
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};
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if (GVAR(camMode) == 0) then { // Free
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// Reset gun cam if not internal
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if (_newMode != 1) then {
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GVAR(gunCam) = false;
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};
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if (_newMode == 0) then { // Free
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// Preserve camUnit value for consistency when manually changing view
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GVAR(camera) cameraEffect ["internal", "back"];
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@ -50,7 +49,7 @@ if (GVAR(camMode) == 0) then { // Free
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_newUnit = GVAR(unitList) select floor(random(count GVAR(unitList)));
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};
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if (GVAR(camMode) == 1) then { // Internal
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if (_newMode == 1) then { // Internal
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// Handle gun cam
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if (GVAR(gunCam)) then {
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_newUnit switchCamera "gunner";
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@ -68,3 +67,5 @@ if (GVAR(camMode) == 0) then { // Free
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GVAR(camHandler) = nil;
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cameraEffectEnableHUD true;
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};
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GVAR(camMode) = _newMode;
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