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3DS revert CAM_OFFSET_FOLLOW changes, use Nintendo keys layout for save game screen
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@ -6,7 +6,6 @@
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#include "controller.h"
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#include "character.h"
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#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f)
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#define CAM_OFFSET_COMBAT (2048.0f + 512.0f)
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#define CAM_OFFSET_LOOK (512.0f)
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@ -16,8 +15,10 @@
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#define CAM_EYE_SEPARATION 16.0f
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#ifdef _OS_3DS
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#define CAM_FOCAL_LENGTH 512.0f
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#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f + 256.0f)
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#else
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#define CAM_FOCAL_LENGTH 1536.0f
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#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f)
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#endif
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#define CAM_FOLLOW_ANGLE 0.0f
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@ -1213,7 +1213,7 @@ struct Inventory {
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if (Input::lastState[playerIndex] == cLeft || Input::lastState[playerIndex] == cRight)
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slot ^= 1;
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if (Input::lastState[playerIndex] == cAction) {
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if (key == cAction) {
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if (slot == 1) {
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if (index > -1) {
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TR::Entity &e = game->getLevel()->entities[index];
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