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Reviewed some TODO
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@@ -279,7 +279,6 @@ void SetCameraMode(Camera camera, int mode)
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// System: EnableCursor(), DisableCursor()
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// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
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// Keys: IsKeyDown()
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// TODO: Port to quaternion-based camera (?)
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void UpdateCamera(Camera *camera)
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{
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static int swingCounter = 0; // Used for 1st person swinging movement
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@@ -532,7 +531,6 @@ void UpdateCamera(Camera *camera)
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// Camera distance clamp
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if (CAMERA.targetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) CAMERA.targetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
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// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
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camera->position.x = sinf(CAMERA.angle.x)*CAMERA.targetDistance*cosf(CAMERA.angle.y) + camera->target.x;
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if (CAMERA.angle.y <= 0.0f) camera->position.y = sinf(CAMERA.angle.y)*CAMERA.targetDistance*sinf(CAMERA.angle.y) + camera->target.y;
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