diff --git a/source/funkin/game/PlayState.hx b/source/funkin/game/PlayState.hx index 0a1713af..e29778b9 100644 --- a/source/funkin/game/PlayState.hx +++ b/source/funkin/game/PlayState.hx @@ -1399,12 +1399,6 @@ class PlayState extends MusicBeatState var pos = FlxPoint.weak(); var amount = calculateCamPos(strumLines.members[curCameraTarget].characters, pos); - var tween = eventsTween.get("cameraMovement"); - if (tween != null && !tween.finished && tween is VarTween) { - var tween:VarTween = cast tween; - @:privateAccess pos.set(tween._object.x, tween._object.y); - } - if (amount > 0) { var event = gameAndCharsEvent("onCameraMove", EventManager.get(CamMoveEvent).recycle(pos, strumLines.members[curCameraTarget], amount)); if (!event.cancelled) @@ -1458,10 +1452,11 @@ class PlayState extends MusicBeatState if (event.params[1] == false) { moveCamera(); FlxG.camera.snapToTarget(); - } else if (event.params[3] != "CLASSIC" && strumLines.members[curCameraTarget] != null) { - var pos = FlxPoint.weak(), finalPos = FlxPoint.weak(); // pos will be handled in update() through the tween map - Nex - if (calculateCamPos(strumLines.members[curCameraTarget].characters, finalPos) > 0) - eventsTween.set("cameraMovement", FlxTween.tween(pos, {x: finalPos.x, y: finalPos.y}, (Conductor.stepCrochet / 1000) * event.params[2], {ease: CoolUtil.flxeaseFromString(event.params[3], event.params[4])})); + } else if (event.params[3] != null && event.params[3] != "CLASSIC") { + moveCamera(); // i feel like i shouldnt nullify the camera target or else is gonna be annoying when scripts cancel the tween with setting back the target onComplete - Nex + var followPos:FlxPoint = camFollow.getPosition() - FlxPoint.weak(FlxG.camera.width * 0.5, FlxG.camera.height * 0.5); + eventsTween.set("cameraMovement", FlxTween.tween(FlxG.camera.scroll, {x: followPos.x, y: followPos.y}, (Conductor.stepCrochet / 1000) * event.params[2], {ease: CoolUtil.flxeaseFromString(event.params[3], event.params[4])})); + followPos.put(); } } case "Add Camera Zoom":