Added camera orbit controls.
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@ -20,7 +20,7 @@ void pokerDiscussionGet(
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case POKER_DISCUSSION_REASON_MATCH_START:
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discussion->count++;
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discussion->messages[0] = "Match Start";
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discussion->players[0] = 0;
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discussion->players[0] = POKER_DEALER_INDEX;
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discussion->emotions[0] = VN_CHARACTER_EMOTION_ANGRY;
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break;
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@ -28,15 +28,15 @@ void pokerDiscussionGet(
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case POKER_DISCUSSION_REASON_ROUND_START:
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discussion->count++;
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discussion->messages[0] = "Round Start";
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discussion->players[0] = 1;
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discussion->emotions[0] = VN_CHARACTER_EMOTION_XXXX_THINKING10;
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discussion->players[0] = 2;
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discussion->emotions[0] = VN_CHARACTER_EMOTION_ANIME_MOM;
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break;
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// Fallback
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default:
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discussion->count++;
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discussion->messages[0] = "Hmm, this seems to be an error message.";
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discussion->players[0] = 2;
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discussion->players[0] = 3;
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discussion->emotions[0] = VN_CHARACTER_EMOTION_CONCERNED_WORRIED;
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break;
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}
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@ -50,7 +50,8 @@ void pokerDiscussionQueue(pokerdiscussiondata_t *data) {
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for(i = 0; i < discussion.count; i++) {
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player = discussion.players[i];
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if(player != 0xFF) pokerGameActionLookAdd(data->poker, player);
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pokerGameActionLookAdd(data->poker, player);
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vnConversationTalk(&data->poker->scene.conversation,
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discussion.messages[i],
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@ -14,19 +14,6 @@ void pokerWorldInit(pokergame_t *game) {
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// Initialize the skywal
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skywallInit(&game->world.skywall);
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// Dealer (Penny)
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character = game->scene.characters + POKER_GAME_SEAT_DEALER;
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vnCharacterInit(character, &game->assets.pennyTexture,
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POKER_GAME_PENNY_BASE_WIDTH, POKER_GAME_PENNY_BASE_HEIGHT,
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POKER_GAME_PENNY_FACE_X, POKER_GAME_PENNY_FACE_Y,
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POKER_GAME_PENNY_FACE_WIDTH, POKER_GAME_PENNY_FACE_HEIGHT
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);
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character->x = POKER_WORLD_SEAT_POSITION_X(POKER_GAME_SEAT_DEALER);
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character->y = POKER_WORLD_SEAT_POSITION_Y;
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character->z = POKER_WORLD_SEAT_POSITION_Z(POKER_GAME_SEAT_DEALER);
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character->yaw = POKER_WORLD_SEAT_ROTATION(POKER_GAME_SEAT_DEALER);
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game->scene.characterCount++;
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// Initialize the players
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for(i = 0x00; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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@ -43,6 +30,19 @@ void pokerWorldInit(pokergame_t *game) {
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game->scene.characterCount++;
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}
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// Dealer (Penny)
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character = game->scene.characters + game->scene.characterCount;
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vnCharacterInit(character, &game->assets.pennyTexture,
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POKER_GAME_PENNY_BASE_WIDTH, POKER_GAME_PENNY_BASE_HEIGHT,
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POKER_GAME_PENNY_FACE_X, POKER_GAME_PENNY_FACE_Y,
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POKER_GAME_PENNY_FACE_WIDTH, POKER_GAME_PENNY_FACE_HEIGHT
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);
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character->x = POKER_WORLD_SEAT_POSITION_X(POKER_GAME_SEAT_DEALER);
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character->y = POKER_WORLD_SEAT_POSITION_Y;
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character->z = POKER_WORLD_SEAT_POSITION_Z(POKER_GAME_SEAT_DEALER);
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character->yaw = POKER_WORLD_SEAT_ROTATION(POKER_GAME_SEAT_DEALER);
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game->scene.characterCount++;
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pokerWorldLookAtPlayer(&game->scene, 0x00);
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}
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