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fix F32 Camera::getDamageFlash() recursion
if for some reason a camera ends up orbiting itself or another camera, make sure we don't look to the camera orbiting the camera orbiting the....
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2 changed files with 2 additions and 2 deletions
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@ -1603,7 +1603,7 @@ F32 Camera::getDamageFlash() const
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{
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const GameBase *castObj = mOrbitObject;
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const ShapeBase* psb = dynamic_cast<const ShapeBase*>(castObj);
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if (psb)
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if (psb && !(dynamic_cast<const Camera*>(psb)))
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return psb->getDamageFlash();
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}
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