Continue onward to Marsxplr 4.0 #10
@ -23,6 +23,8 @@ public class CameraVehicle : MonoBehaviour
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	public GlowEffect glowEffect;
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						public GlowEffect glowEffect;
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	public ColorCorrectionEffect colorEffect;
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						public ColorCorrectionEffect colorEffect;
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	public float worldTime;
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						public float worldTime;
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					    public GameObject camTarget;
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					    public Vehicle camTargetVeh;
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	public CameraVehicle()
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						public CameraVehicle()
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    {
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					    {
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@ -56,6 +58,18 @@ public class CameraVehicle : MonoBehaviour
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			return;
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								return;
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		}
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							}
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					        //QuarryCam
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					        camTarget = Game.Player;
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					        camTargetVeh = Game.PlayerVeh;
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					        if (
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					            Game.Settings.quarryCam &&
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					            (bool)Game.QuarryVeh &&
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					            (bool)Game.QuarryVeh.ridePos)
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					        {
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					            camTarget = Game.QuarryVeh.gameObject;
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					            camTargetVeh = Game.QuarryVeh;
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					        }
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		//Blur
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							//Blur
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		if (mb.enabled)
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							if (mb.enabled)
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        {
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					        {
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@ -70,7 +84,7 @@ public class CameraVehicle : MonoBehaviour
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		if (Game.Settings.useHypersound == 1)
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							if (Game.Settings.useHypersound == 1)
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        {
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					        {
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			Game.Settings.gameMusic.pitch = Mathf.Clamp(
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								Game.Settings.gameMusic.pitch = Mathf.Clamp(
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				-0.5f + Game.Player.rigidbody.velocity.magnitude / 15f,
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									-0.5f + camTarget.rigidbody.velocity.magnitude / 15f,
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				0.8f,
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									0.8f,
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				1.5f
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									1.5f
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			);
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								);
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@ -133,10 +147,10 @@ public class CameraVehicle : MonoBehaviour
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		arrow.rotation = Quaternion.Lerp(
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							arrow.rotation = Quaternion.Lerp(
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			arrow.rotation, 
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								arrow.rotation, 
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			Quaternion.LookRotation(
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								Quaternion.LookRotation(
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				((Game.PlayerVeh.isIt != 0 || !Game.QuarryVeh) ?
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									((camTargetVeh.isIt != 0 || !Game.QuarryVeh) ?
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					World.baseTF :
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										World.baseTF :
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					Game.QuarryVeh.gameObject.transform
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										Game.QuarryVeh.gameObject.transform
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				).position - Game.Player.transform.position
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									).position - camTarget.transform.position
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			),
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								),
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			Time.deltaTime * 15f
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								Time.deltaTime * 15f
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		);
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							);
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@ -192,7 +206,7 @@ public class CameraVehicle : MonoBehaviour
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		}
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							}
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		//Constants
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							//Constants
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		float camDist = (float)Game.PlayerVeh.camOffset + Game.Settings.camDist;
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							float camDist = (float)camTargetVeh.camOffset + Game.Settings.camDist;
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		//World Entry Effect
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							//World Entry Effect
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		if (worldTime < 7f)
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							if (worldTime < 7f)
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@ -200,11 +214,11 @@ public class CameraVehicle : MonoBehaviour
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			worldTime = Time.time - Game.Controller.worldLoadTime;
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								worldTime = Time.time - Game.Controller.worldLoadTime;
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			transform.position = Vector3.Lerp(
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								transform.position = Vector3.Lerp(
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				transform.position,
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									transform.position,
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				Game.Player.transform.position,
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									camTarget.transform.position,
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				Time.deltaTime * 1f
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									Time.deltaTime * 1f
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			);
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								);
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			wr = Quaternion.LookRotation(
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								wr = Quaternion.LookRotation(
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				Game.Player.transform.position - transform.position,
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									camTarget.transform.position - transform.position,
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				Vector3.up
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									Vector3.up
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			);
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								);
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			if (worldTime > 1f)
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								if (worldTime > 1f)
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@ -224,7 +238,7 @@ public class CameraVehicle : MonoBehaviour
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			(Input.GetButton("Snipe") && !Game.Messaging.chatting)
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								(Input.GetButton("Snipe") && !Game.Messaging.chatting)
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		)
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							)
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        {
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					        {
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			transform.position = Game.PlayerVeh.ridePos.position;
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								transform.position = camTargetVeh.ridePos.position;
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			if (Input.GetButtonDown("Fire2") || Input.GetKeyDown(KeyCode.Alpha1))
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								if (Input.GetButtonDown("Fire2") || Input.GetKeyDown(KeyCode.Alpha1))
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            {
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					            {
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@ -234,7 +248,7 @@ public class CameraVehicle : MonoBehaviour
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                {
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					                {
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					gyroTation = Quaternion.Euler(
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										gyroTation = Quaternion.Euler(
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						0f,
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											0f,
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						Game.PlayerVeh.ridePos.rotation.eulerAngles.y,
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											camTargetVeh.ridePos.rotation.eulerAngles.y,
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						0f
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											0f
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					);
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										);
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				}
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									}
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@ -246,7 +260,7 @@ public class CameraVehicle : MonoBehaviour
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			}
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								}
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			else
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								else
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            {
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					            {
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				transform.rotation = Game.PlayerVeh.ridePos.rotation;
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									transform.rotation = camTargetVeh.ridePos.rotation;
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			}
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								}
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			rotationX += Input.GetAxis("Mouse X") * (Input.GetButton("Snipe") ? 0.5f : 2f);
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								rotationX += Input.GetAxis("Mouse X") * (Input.GetButton("Snipe") ? 0.5f : 2f);
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@ -291,9 +305,9 @@ public class CameraVehicle : MonoBehaviour
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            {
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					            {
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				transform.position = Vector3.Lerp(
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									transform.position = Vector3.Lerp(
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					transform.position,
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										transform.position,
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					Game.Player.transform.position - Vector3.Normalize(
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										camTarget.transform.position - Vector3.Normalize(
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						Game.Player.transform.position - transform.position
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											camTarget.transform.position - transform.position
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					) * camDist + Vector3.one * (Game.PlayerVeh.camSmooth ?
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										) * camDist + Vector3.one * (camTargetVeh.camSmooth ?
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						0f :
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											0f :
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						Mathf.Lerp(0f, 15f, camDist / 30f)
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											Mathf.Lerp(0f, 15f, camDist / 30f)
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					),
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										),
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@ -302,9 +316,9 @@ public class CameraVehicle : MonoBehaviour
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				transform.rotation = Quaternion.Slerp(
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									transform.rotation = Quaternion.Slerp(
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					transform.rotation,
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										transform.rotation,
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					Quaternion.LookRotation(
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										Quaternion.LookRotation(
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						Game.Player.transform.position - transform.position,
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											camTarget.transform.position - transform.position,
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						(Game.Settings.flightCam ?
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											(Game.Settings.flightCam ?
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							Game.Player.transform.up :
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												camTarget.transform.up :
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							Vector3.up
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												Vector3.up
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						)
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											)
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					),
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										),
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@ -329,15 +343,15 @@ public class CameraVehicle : MonoBehaviour
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			else if (Game.Settings.camChase == 1)
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								else if (Game.Settings.camChase == 1)
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            {
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					            {
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				if (
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									if (
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					(bool)Game.Player.transform.gameObject.rigidbody &&
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										(bool)camTarget.transform.gameObject.rigidbody &&
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					Game.Player.transform.gameObject.rigidbody.velocity.sqrMagnitude > 0.1f &&
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										camTarget.transform.gameObject.rigidbody.velocity.sqrMagnitude > 0.1f &&
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					Game.Player.transform.gameObject.rigidbody.velocity.normalized.y < 0.8f &&
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										camTarget.transform.gameObject.rigidbody.velocity.normalized.y < 0.8f &&
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					Game.Player.transform.gameObject.rigidbody.velocity.normalized.y > -0.8f
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										camTarget.transform.gameObject.rigidbody.velocity.normalized.y > -0.8f
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				)
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									)
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                {
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					                {
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					lastDir = Vector3.Lerp(
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										lastDir = Vector3.Lerp(
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						lastDir,
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											lastDir,
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						Game.Player.transform.gameObject.rigidbody.velocity.normalized,
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											camTarget.transform.gameObject.rigidbody.velocity.normalized,
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						0.1f
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											0.1f
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					);
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										);
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				}
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									}
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@ -350,12 +364,12 @@ public class CameraVehicle : MonoBehaviour
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					);
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										);
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				}
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									}
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				Vector3 newPos = (
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									Vector3 newPos = (
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					Game.Player.transform.position + 
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										camTarget.transform.position + 
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					lastDir * -(camDist) + 
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										lastDir * -(camDist) + 
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					Vector3.up * (camDist / 3f)
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										Vector3.up * (camDist / 3f)
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				);
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									);
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				Vector3 tpos = transform.position;
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									Vector3 tpos = transform.position;
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				float y = tpos.y + (Game.Player.transform.position.y - lastY) * Time.deltaTime;
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									float y = tpos.y + (camTarget.transform.position.y - lastY) * Time.deltaTime;
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				tpos.y = y;
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									tpos.y = y;
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				transform.position = tpos;
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									transform.position = tpos;
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				transform.position = Vector3.Lerp(
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									transform.position = Vector3.Lerp(
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@ -363,13 +377,13 @@ public class CameraVehicle : MonoBehaviour
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					newPos,
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										newPos,
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					Time.deltaTime * 4f
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										Time.deltaTime * 4f
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				);
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									);
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				lastY = Game.Player.transform.position.y;
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									lastY = camTarget.transform.position.y;
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				transform.rotation = Quaternion.Slerp(
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									transform.rotation = Quaternion.Slerp(
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					transform.rotation,
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										transform.rotation,
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					Quaternion.LookRotation(
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										Quaternion.LookRotation(
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						Game.Player.transform.position - transform.position,
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											camTarget.transform.position - transform.position,
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						(Game.Settings.flightCam ?
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											(Game.Settings.flightCam ?
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							Game.Player.transform.up :
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												camTarget.transform.up :
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							Vector3.up
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												Vector3.up
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						)
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											)
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					),
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										),
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@ -395,13 +409,13 @@ public class CameraVehicle : MonoBehaviour
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			//Arcade
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								//Arcade
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			else if (
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								else if (
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				Game.Settings.camChase == 2 &&
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									Game.Settings.camChase == 2 &&
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				Game.Player.transform.rigidbody.velocity.magnitude > 0f
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									camTarget.transform.rigidbody.velocity.magnitude > 0f
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			)
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								)
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            {
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					            {
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				float heightDamping = 3f;
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									float heightDamping = 3f;
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				float rotationDamping = 3f;
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									float rotationDamping = 3f;
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				float wantedRotationAngle = Quaternion.LookRotation(
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									float wantedRotationAngle = Quaternion.LookRotation(
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					Game.Player.transform.rigidbody.velocity
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										camTarget.transform.rigidbody.velocity
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				).eulerAngles.y;
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									).eulerAngles.y;
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				wantedRotationAngle += Mathf.Lerp(
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									wantedRotationAngle += Mathf.Lerp(
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					30f,
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										30f,
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@ -409,7 +423,7 @@ public class CameraVehicle : MonoBehaviour
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					camDist / 30f
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										camDist / 30f
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				) * Input.GetAxis("Horizontal");
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									) * Input.GetAxis("Horizontal");
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				float wantedHeight = (
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									float wantedHeight = (
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					Game.Player.transform.position.y +
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										camTarget.transform.position.y +
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					Mathf.Lerp(0.1f, 15f, camDist / 30f) +
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										Mathf.Lerp(0.1f, 15f, camDist / 30f) +
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					heightBoost
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										heightBoost
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				);
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									);
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@ -432,7 +446,7 @@ public class CameraVehicle : MonoBehaviour
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					currentRotationAngle,
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										currentRotationAngle,
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					0f
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										0f
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				);
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									);
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				Vector3 pos = Game.Player.transform.position;
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									Vector3 pos = camTarget.transform.position;
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				pos.y += targetHeight; //Look ABOVE the target
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									pos.y += targetHeight; //Look ABOVE the target
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				transform.position = pos;
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									transform.position = pos;
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				transform.position -= currentRotation * Vector3.forward * camDist;
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									transform.position -= currentRotation * Vector3.forward * camDist;
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@ -455,7 +469,7 @@ public class CameraVehicle : MonoBehaviour
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                { //We are under terrain
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					                { //We are under terrain
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					Physics.Linecast( //Determine how far forward we need to go to be out of it
 | 
										Physics.Linecast( //Determine how far forward we need to go to be out of it
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						transform.position,
 | 
											transform.position,
 | 
				
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						Game.Player.transform.position + Vector3.up * currentHeight,
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											camTarget.transform.position + Vector3.up * currentHeight,
 | 
				
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						out hit,
 | 
											out hit,
 | 
				
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						1 << 8
 | 
											1 << 8
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					);
 | 
										);
 | 
				
			||||||
@ -476,11 +490,11 @@ public class CameraVehicle : MonoBehaviour
 | 
				
			|||||||
        {
 | 
					        {
 | 
				
			||||||
			transform.position = Vector3.Lerp(
 | 
								transform.position = Vector3.Lerp(
 | 
				
			||||||
				transform.position,
 | 
									transform.position,
 | 
				
			||||||
				Game.Player.transform.position + Vector3.up * 40f,
 | 
									camTarget.transform.position + Vector3.up * 40f,
 | 
				
			||||||
				Time.deltaTime * 0.3f
 | 
									Time.deltaTime * 0.3f
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			||||||
			);
 | 
								);
 | 
				
			||||||
			wr = Quaternion.LookRotation(
 | 
								wr = Quaternion.LookRotation(
 | 
				
			||||||
				Game.Player.transform.position - transform.position,
 | 
									camTarget.transform.position - transform.position,
 | 
				
			||||||
				Vector3.up
 | 
									Vector3.up
 | 
				
			||||||
			);
 | 
								);
 | 
				
			||||||
			transform.rotation = Quaternion.Slerp(
 | 
								transform.rotation = Quaternion.Slerp(
 | 
				
			||||||
@ -495,7 +509,7 @@ public class CameraVehicle : MonoBehaviour
 | 
				
			|||||||
        {
 | 
					        {
 | 
				
			||||||
			transform.rotation = Quaternion.Slerp(
 | 
								transform.rotation = Quaternion.Slerp(
 | 
				
			||||||
				transform.rotation,
 | 
									transform.rotation,
 | 
				
			||||||
				Quaternion.LookRotation(Game.Player.transform.position - transform.position),
 | 
									Quaternion.LookRotation(camTarget.transform.position - transform.position),
 | 
				
			||||||
				Time.deltaTime * 1.5f
 | 
									Time.deltaTime * 1.5f
 | 
				
			||||||
			);
 | 
								);
 | 
				
			||||||
			transform.Translate(new Vector3(
 | 
								transform.Translate(new Vector3(
 | 
				
			||||||
 | 
				
			|||||||
@ -71,6 +71,7 @@ public class Settings : MonoBehaviour
 | 
				
			|||||||
	public float camDist = 0;
 | 
						public float camDist = 0;
 | 
				
			||||||
	public bool flightCam = false;
 | 
						public bool flightCam = false;
 | 
				
			||||||
	public bool gyroCam = false;
 | 
						public bool gyroCam = false;
 | 
				
			||||||
 | 
					    public bool quarryCam = false;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public float worldGrav = -9.81f;
 | 
						public float worldGrav = -9.81f;
 | 
				
			||||||
	public float worldFog = 0.001f;
 | 
						public float worldFog = 0.001f;
 | 
				
			||||||
@ -154,19 +155,17 @@ public class Settings : MonoBehaviour
 | 
				
			|||||||
		renderViewCap = PlayerPrefs.GetFloat("viewCap", 1000f);
 | 
							renderViewCap = PlayerPrefs.GetFloat("viewCap", 1000f);
 | 
				
			||||||
		Application.targetFrameRate = (int)PlayerPrefs.GetFloat("targetFrameRate", 100f);
 | 
							Application.targetFrameRate = (int)PlayerPrefs.GetFloat("targetFrameRate", 100f);
 | 
				
			||||||
		renderAutoAdjust = false;
 | 
							renderAutoAdjust = false;
 | 
				
			||||||
		showHints = ((PlayerPrefs.GetInt("showHints", 1) != 0) ? true : false);
 | 
							showHints = PlayerPrefs.GetInt("showHints", 1) != 0;
 | 
				
			||||||
		useMusic = PlayerPrefs.GetInt("useMusic", 1);
 | 
							useMusic = PlayerPrefs.GetInt("useMusic", 1);
 | 
				
			||||||
		useSfx = ((PlayerPrefs.GetInt("useSfx", 1) != 0) ? true : false);
 | 
							useSfx = PlayerPrefs.GetInt("useSfx", 1) != 0;
 | 
				
			||||||
		useHypersound = PlayerPrefs.GetInt("useHypersound", 0);
 | 
							useHypersound = PlayerPrefs.GetInt("useHypersound", 0);
 | 
				
			||||||
		useMinimap = ((PlayerPrefs.GetInt("useMinimap", 1) != 0) ? true : false);
 | 
							useMinimap = PlayerPrefs.GetInt("useMinimap", 1) != 0;
 | 
				
			||||||
		bool flag = ((PlayerPrefs.GetInt("superCam", 1) != 0) ? true : false);
 | 
					 | 
				
			||||||
		flightCam = ((PlayerPrefs.GetInt("flightCam", 1) != 0) ? true : false);
 | 
					 | 
				
			||||||
		gyroCam = ((PlayerPrefs.GetInt("gyroCam", 0) != 0) ? true : false);
 | 
					 | 
				
			||||||
		camMode = PlayerPrefs.GetInt("cam", 1);
 | 
							camMode = PlayerPrefs.GetInt("cam", 1);
 | 
				
			||||||
		camChase = PlayerPrefs.GetInt("camChase", 1);
 | 
							camChase = PlayerPrefs.GetInt("camChase", 1);
 | 
				
			||||||
		camDist = PlayerPrefs.GetFloat("camDist", 0.01f);
 | 
							camDist = PlayerPrefs.GetFloat("camDist", 0.01f);
 | 
				
			||||||
		flightCam = ((PlayerPrefs.GetInt("flightCam", 0) != 0) ? true : false);
 | 
							flightCam = PlayerPrefs.GetInt("flightCam", 0) != 0;
 | 
				
			||||||
		gyroCam = ((PlayerPrefs.GetInt("gyroCam", 0) != 0) ? true : false);
 | 
							gyroCam = PlayerPrefs.GetInt("gyroCam", 0) != 0;
 | 
				
			||||||
 | 
					        quarryCam = PlayerPrefs.GetInt("quarryCam", 0) != 0;
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public void showDialogGame()
 | 
						public void showDialogGame()
 | 
				
			||||||
@ -486,6 +485,12 @@ public class Settings : MonoBehaviour
 | 
				
			|||||||
			PlayerPrefs.SetInt("flightCam", flightCam ? 1 : 0);
 | 
								PlayerPrefs.SetInt("flightCam", flightCam ? 1 : 0);
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        if (GUILayout.Toggle(quarryCam, "QuarryCam Enabled") != quarryCam)
 | 
				
			||||||
 | 
					        {
 | 
				
			||||||
 | 
					            quarryCam = !quarryCam;
 | 
				
			||||||
 | 
					            PlayerPrefs.SetInt("quarryCam", quarryCam ? 1 : 0);
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		float cg;
 | 
							float cg;
 | 
				
			||||||
		if (camMode == 0)
 | 
							if (camMode == 0)
 | 
				
			||||||
		{
 | 
							{
 | 
				
			||||||
 | 
				
			|||||||
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	Block a user