Combine all versions into a single tree
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@@ -2,9 +2,10 @@ package com.replaymod.replay.camera;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.settings.KeyBinding;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.Vec3d;
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import org.lwjgl.Sys;
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import org.lwjgl.util.vector.Vector3f;
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import static com.replaymod.core.versions.MCVer.*;
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// TODO: Marius is responsible for this. Please, someone clean it up.
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public class ClassicCameraController implements CameraController {
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@@ -18,8 +19,8 @@ public class ClassicCameraController implements CameraController {
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private double THRESHOLD = MAX_SPEED / 20;
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private double DECAY = MAX_SPEED/3;
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private Vec3d direction;
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private Vec3d dirBefore;
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private Vector3f direction;
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private Vector3f dirBefore;
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private double motion;
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private long lastCall = Sys.getTime();
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@@ -129,7 +130,7 @@ public class ClassicCameraController implements CameraController {
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return;
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}
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Vec3d movement = direction.normalize();
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Vector3f movement = direction.normalise(null);
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double factor = motion * (frac / 1000D);
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camera.moveCamera(movement.x * factor, movement.y * factor, movement.z * factor);
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@@ -158,10 +159,10 @@ public class ClassicCameraController implements CameraController {
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break;
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}
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Vec3d dbf = direction;
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Vector3f dbf = direction;
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if(dirBefore != null) {
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direction = dirBefore.normalize().add(direction);
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direction = Vector3f.add(direction, dirBefore.normalise(null), null);
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}
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dirBefore = dbf;
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@@ -169,12 +170,12 @@ public class ClassicCameraController implements CameraController {
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updateMovement();
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}
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private Vec3d getVectorForRotation(float pitch, float yaw) {
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float f2 = MathHelper.cos(-yaw * 0.017453292F - (float) Math.PI);
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float f3 = MathHelper.sin(-yaw * 0.017453292F - (float)Math.PI);
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float f4 = -MathHelper.cos(-pitch * 0.017453292F);
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float f5 = MathHelper.sin(-pitch * 0.017453292F);
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return new Vec3d((double)(f3 * f4), (double)f5, (double)(f2 * f4));
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private Vector3f getVectorForRotation(float pitch, float yaw) {
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float f2 = cos(-yaw * 0.017453292F - (float) Math.PI);
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float f3 = sin(-yaw * 0.017453292F - (float)Math.PI);
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float f4 = -cos(-pitch * 0.017453292F);
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float f5 = sin(-pitch * 0.017453292F);
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return new Vector3f(f3 * f4, f5, f2 * f4);
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}
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public enum MoveDirection {
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