Made soft-resetting of the camera no longer change camera position
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@ -3609,14 +3609,14 @@ void init_camera(struct Camera *c) {
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if (sSoftResettingCamera) {
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c->cutscene = 0;
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sSoftResettingCamera = FALSE;
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}
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} else {
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// Set the camera pos to marioOffset (relative to Mario), added to Mario's position
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offset_rotated(c->pos, sMarioCamState->pos, marioOffset, sMarioCamState->faceAngle);
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if (c->mode != CAMERA_MODE_BEHIND_MARIO) {
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c->pos[1] = find_floor(sMarioCamState->pos[0], sMarioCamState->pos[1] + 100.f,
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sMarioCamState->pos[2], &floor) + 125.f;
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}
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}
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vec3f_copy(c->focus, sMarioCamState->pos);
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vec3f_copy(gLakituState.curPos, c->pos);
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vec3f_copy(gLakituState.curFocus, c->focus);
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@ -459,12 +459,14 @@ static bool djui_chat_box_input_on_key_down(struct DjuiBase* base, int scancode)
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djui_chat_box_input_escape(gDjuiChatBox->chatInput);
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return true;
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default:
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{
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bool returnValueOnOtherKeyDown = djui_inputbox_on_key_down(base, scancode);
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if (strcmp(previousText, gDjuiChatBox->chatInput->buffer) != 0) {
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reset_tab_completion_all();
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}
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return returnValueOnOtherKeyDown;
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}
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}
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}
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static void djui_chat_box_input_on_text_input(struct DjuiBase *base, char* text) {
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@ -254,7 +254,7 @@ void game_exit(void) {
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exit(0);
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}
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void *main_game_init(void*) {
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void* main_game_init(UNUSED void* arg) {
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const char *gamedir = gCLIOpts.GameDir[0] ? gCLIOpts.GameDir : FS_BASEDIR;
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const char *userpath = gCLIOpts.SavePath[0] ? gCLIOpts.SavePath : sys_user_path();
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fs_init(sys_ropaths, gamedir, userpath);
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