fix(Core/Cinematics): Cinematic camera improvements (#25097)
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@@ -192,7 +192,7 @@ void MessageDistDeliverer::Visit(VisiblePlayersMap const& m)
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for (auto const& kvPair : m)
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{
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Player const* target = kvPair.second;
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if (i_distSq != 0.0f && target->m_seer->GetExactDist2dSq(i_source) > i_distSq)
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if (i_distSq != 0.0f && target->GetSightPosition().GetExactDist2dSq(i_source) > i_distSq)
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continue;
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// @todo: Might not need this check anymore
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@@ -1384,7 +1384,7 @@ namespace Acore
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AnyPlayerExactPositionInGameObjectRangeCheck(GameObject const* go, float range) : _go(go), _range(range) {}
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bool operator()(Player* u)
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{
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if (!_go->IsInRange(u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), _range))
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if (!_go->IsInRange3d(u->GetPositionX(), u->GetPositionY(), u->GetPositionZ(), _range))
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return false;
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return true;
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@@ -1604,7 +1604,7 @@ namespace Acore
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bool operator() (GameObject* go)
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{
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if (!entry || (go->GetGOInfo() && go->GetGOInfo()->entry == entry))
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return go->IsInRange(x, y, z, range);
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return go->IsInRange3d(x, y, z, range);
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else return false;
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}
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private:
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