Atlas camera controls should be disabled too if a cinematic path is paused.
Reviewed By: Vladislav This was SVN commit r19376.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2017 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -38,7 +38,7 @@ namespace AtlasMessage {
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MESSAGEHANDLER(CameraReset)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying())
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
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return;
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CVector3D focus = g_Game->GetView()->GetCamera()->GetFocus();
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@ -63,7 +63,7 @@ MESSAGEHANDLER(CameraReset)
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MESSAGEHANDLER(ScrollConstant)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying())
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
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return;
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if (msg->dir < 0 || msg->dir > 5)
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@ -81,7 +81,7 @@ MESSAGEHANDLER(ScrollConstant)
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MESSAGEHANDLER(Scroll)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying()) // TODO: do this better (probably a separate AtlasView class for cinematics)
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled()) // TODO: do this better (probably a separate AtlasView class for cinematics)
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return;
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static CVector3D targetPos;
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@ -131,7 +131,7 @@ MESSAGEHANDLER(Scroll)
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MESSAGEHANDLER(SmoothZoom)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying())
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
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return;
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g_AtlasGameLoop->input.zoomDelta += msg->amount;
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@ -139,7 +139,7 @@ MESSAGEHANDLER(SmoothZoom)
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MESSAGEHANDLER(RotateAround)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying())
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
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return;
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static CVector3D focusPos;
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@ -245,7 +245,7 @@ QUERYHANDLER(GetView)
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MESSAGEHANDLER(SetView)
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{
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if (!g_Game || g_Game->GetView()->GetCinema()->IsPlaying())
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if (!g_Game || g_Game->GetView()->GetCinema()->IsEnabled())
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return;
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CGameView* view = g_Game->GetView();
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