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Update camera logic related to paused game / opened UI
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@ -138,14 +138,12 @@ namespace MWRender
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if (mProcessViewChange)
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if (mProcessViewChange)
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processViewChange();
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processViewChange();
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if (paused)
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return;
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// only show the crosshair in game mode
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// only show the crosshair in game mode
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MWBase::WindowManager* wm = MWBase::Environment::get().getWindowManager();
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MWBase::WindowManager* wm = MWBase::Environment::get().getWindowManager();
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wm->showCrosshair(!wm->isGuiMode() && mShowCrosshair);
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wm->showCrosshair(!wm->isGuiMode() && mShowCrosshair);
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updateFocalPointOffset(duration);
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if (!paused)
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updateFocalPointOffset(duration);
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updatePosition();
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updatePosition();
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}
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}
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@ -5,6 +5,7 @@ local util = require('openmw.util')
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local self = require('openmw.self')
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local self = require('openmw.self')
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local nearby = require('openmw.nearby')
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local nearby = require('openmw.nearby')
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local async = require('openmw.async')
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local async = require('openmw.async')
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local I = require('openmw.interfaces')
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local Actor = require('openmw.types').Actor
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local Actor = require('openmw.types').Actor
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@ -189,7 +190,7 @@ local function updateIdleTimer(dt)
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end
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end
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local function onFrame(dt)
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local function onFrame(dt)
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if core.isWorldPaused() then return end
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if core.isWorldPaused() or I.UI.getMode() then return end
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updateIdleTimer(dt)
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updateIdleTimer(dt)
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local mode = camera.getMode()
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local mode = camera.getMode()
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if (mode == MODE.FirstPerson or mode == MODE.ThirdPerson) and not camera.getQueuedMode() then
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if (mode == MODE.FirstPerson or mode == MODE.ThirdPerson) and not camera.getQueuedMode() then
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@ -273,7 +274,7 @@ return {
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onUpdate = onUpdate,
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onUpdate = onUpdate,
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onFrame = onFrame,
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onFrame = onFrame,
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onInputAction = function(action)
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onInputAction = function(action)
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if core.isWorldPaused() then return end
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if core.isWorldPaused() or I.UI.getMode() then return end
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if action == input.ACTION.ZoomIn then
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if action == input.ACTION.ZoomIn then
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zoom(10)
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zoom(10)
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elseif action == input.ACTION.ZoomOut then
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elseif action == input.ACTION.ZoomOut then
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