mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
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212 lines
7.5 KiB
Lua
212 lines
7.5 KiB
Lua
-- Scratch driver: the cameras the player steers -- the third-person boom's
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-- zoom, and the battle shot's orbit, climb and lens, including the far
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-- stops (side-on, 45 degrees up) and what BACK SPRITES takes away.
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--
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-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/cam_shots.lua \
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-- SHOT_DIR=.scratchpad/camshots lovec.exe .
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return function(game)
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local U = dofile("tests/drivers/util.lua")
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local Pipelines = require("src.render.Pipelines")
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local ROOT = (os.getenv("SHOT_DIR") or "shots/cam")
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local handle = game.mods.exports["DRAMATIC_SHAPE"]
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if not (handle and handle.lib) then
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print("[cam] DRAMATIC_SHAPE mod not loaded")
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return love.event.quit()
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end
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local V = handle.lib
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local FirstPerson = V.require("FirstPerson")
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local ThirdPerson = V.require("ThirdPerson")
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local BattleCam = V.require("BattleCam")
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local OverworldBattle = V.require("OverworldBattle")
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local ChunkMesher = V.require("ChunkMesher")
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local Voxel = V.require("VoxelState")
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local DayNight = V.require("DayNight")
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pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
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pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
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require("src.world.OverworldController").rollEncounter = function() return nil end
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local TileRenderer = require("src.render.TileRenderer")
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TileRenderer.tick = function() end
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-- The flower's animation frame, pinned per shot rather than left to the
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-- clock: the mesh spans the union of every frame and each one is cut back
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-- out in texture space, so a gap that only opens on frame 2 is invisible
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-- to a driver that always photographs frame 0 -- which is exactly how the
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-- first cut of the closed sides shipped looking correct.
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local ANIM = { frame = 0 }
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TileRenderer.animFrame = function() return ANIM.frame end
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DayNight.setting:sync("day")
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local function settle()
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for _ = 1, 900 do
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if ChunkMesher.pending() == 0 then break end
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U.wait(1)
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end
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U.wait(40)
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end
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local shots = 0
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local function shot(name)
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if U.shot(game, ("%s/%s.png"):format(ROOT, name)) then
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shots = shots + 1
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end
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end
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-- ------- the boom's zoom
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U.teleport(game, "PALLET_TOWN", 13, 14, "down")
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Pipelines.setLevel("voxel", Voxel.TP_LEVEL)
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Pipelines.setLevel("tiltshift", 0)
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settle()
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for _ = 1, 200 do
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if FirstPerson.blend >= 1 then break end
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U.wait(1)
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end
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FirstPerson.yaw = math.pi
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U.wait(20)
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for _, z in ipairs({ "min", "default", "max" }) do
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ThirdPerson.zoomGoal = (z == "min" and ThirdPerson.ZOOM_MIN)
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or (z == "max" and ThirdPerson.ZOOM_MAX) or 1
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for _ = 1, 90 do U.wait(1) end
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print(("[cam] boom %-8s zoom %.2f len %.1f"):format(z, ThirdPerson.zoom,
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ThirdPerson.len))
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shot("boom_" .. z)
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end
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ThirdPerson.zoomGoal = 1
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U.wait(60)
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-- ------- the standees' closed sides
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--
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-- Pallet's flower beds and Route 1's tall grass, from a low camera close
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-- in -- the angle that showed the slabs were open at the ends of every
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-- run and let you see straight through them.
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ThirdPerson.zoomGoal = ThirdPerson.ZOOM_MIN
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for _, s in ipairs({
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = math.pi,
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pitch = math.rad(6), label = "flowers_low" },
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{ map = "PALLET_TOWN", x = 13, y = 14, yaw = 3 * math.pi / 4,
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pitch = math.rad(30), label = "flowers_angled" },
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{ map = "ROUTE_1", x = 10, y = 28, yaw = math.pi,
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pitch = math.rad(8), label = "grass_low" },
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}) do
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U.teleport(game, s.map, s.x, s.y, "down")
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settle()
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FirstPerson.yaw, FirstPerson.pitch = s.yaw, s.pitch
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U.wait(60)
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-- EVERY animation frame, because a gap the union closed and a frame
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-- reopens is only visible on that frame
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for f = 0, 3 do
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ANIM.frame = f
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U.wait(6)
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shot(("%s_f%d"):format(s.label, f))
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end
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ANIM.frame = 0
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end
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ThirdPerson.zoomGoal = 1
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U.wait(60)
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-- ------- the battle shot
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--
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-- Staged the way the game stages one, then steered to each stop with the
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-- module's own entry points -- the same ones the wheel, the stick and a
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-- drag reach.
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Pipelines.setLevel("voxel", 4)
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U.wait(60)
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do
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-- Somebody to fight WITH: a fresh driver save has an empty party, and
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-- a trainer battle with nobody to send out ends on the frame it starts
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-- -- which is what made every steered shot below sample a dead session.
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local Pokemon = require("src.pokemon.Pokemon")
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game.save.party = {
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Pokemon.new(game.data, "CHARIZARD", 45),
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Pokemon.new(game.data, "PIKACHU", 40),
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}
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game.save.player.name = "RED"
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local BattleState = require("src.battle.BattleState")
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local class = next(game.data.trainers)
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local battle = BattleState.newTrainer(game, class, 1)
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battle.onFinish = function() end
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game.overworld:pushBattle(battle)
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end
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-- The wipe, then just enough of the send-out chatter to get both mons
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-- standing on the arena -- and NOT one tap more. A is also FIGHT and then
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-- the first move, so tapping past the intro starts an exchange and the
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-- fight can be over before the camera has been steered anywhere.
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U.wait(70)
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for _ = 1, 40 do
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if OverworldBattle.shot() then break end
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U.tap(game, "a")
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U.wait(10)
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end
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U.wait(60)
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print(("[cam] staged: arena %s shot %s top %s")
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:format(tostring(OverworldBattle.arena() ~= nil),
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tostring(OverworldBattle.shot() ~= nil),
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tostring(game.stack:top() ~= game.overworld)))
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if not OverworldBattle.shot() then
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print("[cam] no staged battle -- skipping the battle shots")
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print(("[cam] %d shots into %s"):format(shots, ROOT))
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return love.event.quit()
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end
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local function settleCam(label)
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for _ = 1, 120 do U.wait(1) end
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print(("[cam] battle %-20s orbit %.2f/%.2f pitch %.2f/%.2f "
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.. "zoom %.2f/%.2f steerable %s live %s")
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:format(label, BattleCam.orbit, BattleCam.orbitGoal,
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BattleCam.pitch, BattleCam.pitchGoal,
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BattleCam.zoom, BattleCam.zoomGoal,
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tostring(BattleCam.steerable),
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tostring(OverworldBattle.shot() ~= nil)))
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shot("battle_" .. label)
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end
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BattleCam.recentre()
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settleCam("home")
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-- right to the stop: this must land SQUARE to the arena's axis
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BattleCam.dragOrbit(10)
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settleCam("side_on")
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-- and there is nothing to the left of home
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BattleCam.recentre()
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BattleCam.dragOrbit(-10)
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settleCam("left_stop")
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-- up to the stop, and refusing to go below home
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BattleCam.recentre()
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BattleCam.dragPitch(10)
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settleCam("high")
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BattleCam.recentre()
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BattleCam.dragPitch(-10)
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settleCam("low_stop")
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-- the lens at both ends
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BattleCam.recentre()
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for _ = 1, 40 do BattleCam.stepZoom(-1) end
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settleCam("zoom_in")
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BattleCam.recentre()
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for _ = 1, 40 do BattleCam.stepZoom(1) end
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settleCam("zoom_out")
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-- everything at once, which is the shot a player would actually build
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BattleCam.recentre()
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BattleCam.dragOrbit(0.55)
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BattleCam.dragPitch(0.5)
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for _ = 1, 4 do BattleCam.stepZoom(-1) end
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settleCam("steered")
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-- What BACK SPRITES takes away is NOT shot here: the flag it works
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-- through is re-derived from the row every frame
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-- (OverworldBattle.update), so a driver cannot hold it down for the
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-- hundred-odd frames a settled shot needs, and a picture that claimed to
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-- show a locked camera while the camera was in fact free would be worse
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-- than no picture. The suite asserts it instead, on both axes and the
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-- lens, and on the RIG as well as on the inputs.
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BattleCam.recentre()
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print(("[cam] %d shots into %s"):format(shots, ROOT))
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love.event.quit()
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end
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