public ShadowCamera(ShadowCamera camera) { CameraNumber = camera.CameraNumber; CameraMode = camera.CameraMode; field_08 = camera.field_08; field_0C = camera.field_0C; field_10 = camera.field_10; field_14 = camera.field_14; LookBLinkId = camera.LookBLinkId; field_1C = camera.field_1C; TriggerPosition = camera.TriggerPosition; TriggerRotation = camera.TriggerRotation; TriggerScale = camera.TriggerScale; PointA_LookFrom_X = camera.PointA_LookFrom_X; PointA_LookFrom_Y = camera.PointA_LookFrom_Y; PointA_LookFrom_Z = camera.PointA_LookFrom_Z; PointA_LookAt_X = camera.PointA_LookAt_X; PointA_LookAt_Y = camera.PointA_LookAt_Y; PointA_LookAt_Z = camera.PointA_LookAt_Z; CameraRotation = camera.CameraRotation; FOV_Height = camera.FOV_Height; FOV_Width = camera.FOV_Width; field_68 = camera.field_68; field_6C = camera.field_6C; field_70 = camera.field_70; field_74 = camera.field_74; PointB_LookFrom_X = camera.PointB_LookFrom_X; PointB_LookFrom_Y = camera.PointB_LookFrom_Y; PointB_LookFrom_Z = camera.PointB_LookFrom_Z; PointB_LookAt_X = camera.PointB_LookAt_X; PointB_LookAt_Y = camera.PointB_LookAt_Y; PointB_LookAt_Z = camera.PointB_LookAt_Z; CameraDistanceFromPlayerLookA = camera.CameraDistanceFromPlayerLookA; CameraHeightFromPlayerLookA = camera.CameraHeightFromPlayerLookA; CameraDistanceFromPlayerLookB = camera.CameraDistanceFromPlayerLookB; CameraHeightFromPlayerLookB = camera.CameraHeightFromPlayerLookB; field_A0 = camera.field_A0; field_A4 = camera.field_A4; field_A8 = camera.field_A8; field_AC = camera.field_AC; TransitionTimeEnter = camera.TransitionTimeEnter; TransitionTimeExit = camera.TransitionTimeExit; field_B8 = camera.field_B8; field_BC = camera.field_BC; field_C0 = camera.field_C0; field_C4 = camera.field_C4; field_C8 = camera.field_C8; field_CC = camera.field_CC; field_D0 = camera.field_D0; field_D4 = camera.field_D4; field_D8 = camera.field_D8; }
public ShadowCamera(int CameraNumber, int CameraMode, int i_08, int i_0C, int i_10, int i_14, int LookBLinkId, int i_1C, Vector3 triggerPos, Vector3 triggerRot, Vector3 triggerScale, float pointA_LookFrom_X, float pointA_LookFrom_Y, float pointA_LookFrom_Z, float pointA_LookAt_X, float pointA_LookAt_Y, float pointA_LookAt_Z, float cameraRot, float fovHeight, float fovWidth, float f_68, float f_6C, float f_70, float f_74, float pointB_LookFrom_X, float pointB_LookFrom_Y, float pointB_LookFrom_Z, float pointB_LookAt_X, float pointB_LookAt_Y, float pointB_LookAt_Z, float CameraDistanceFromPlayerLookA, float CameraHeightFromPlayerLookA, float CameraDistanceFromPlayerLookB, float CameraHeightFromPlayerLookB, float f_A0, float f_A4, float f_A8, float f_AC, float transitionTimeEnter, float transitionTimeExit, float f_B8, float f_BC, float f_C0, float f_C4, float f_C8, float f_CC, float f_D0, float f_D4, float f_D8) { this.CameraNumber = CameraNumber; this.CameraMode = (ShadowCameraMode)CameraMode; field_08 = i_08; field_0C = i_0C; field_10 = i_10; field_14 = i_14; this.LookBLinkId = LookBLinkId; field_1C = i_1C; TriggerPosition = triggerPos; TriggerRotation = triggerRot; TriggerScale = triggerScale; PointA_LookFrom_X = pointA_LookFrom_X; PointA_LookFrom_Y = pointA_LookFrom_Y; PointA_LookFrom_Z = pointA_LookFrom_Z; PointA_LookAt_X = pointA_LookAt_X; PointA_LookAt_Y = pointA_LookAt_Y; PointA_LookAt_Z = pointA_LookAt_Z; CameraRotation = cameraRot; FOV_Height = fovHeight; FOV_Width = fovWidth; field_68 = f_68; field_6C = f_6C; field_70 = f_70; field_74 = f_74; PointB_LookFrom_X = pointB_LookFrom_X; PointB_LookFrom_Y = pointB_LookFrom_Y; PointB_LookFrom_Z = pointB_LookFrom_Z; PointB_LookAt_X = pointB_LookAt_X; PointB_LookAt_Y = pointB_LookAt_Y; PointB_LookAt_Z = pointB_LookAt_Z; this.CameraDistanceFromPlayerLookA = CameraDistanceFromPlayerLookA; this.CameraHeightFromPlayerLookA = CameraHeightFromPlayerLookA; this.CameraDistanceFromPlayerLookB = CameraDistanceFromPlayerLookB; this.CameraHeightFromPlayerLookB = CameraHeightFromPlayerLookB; field_A0 = f_A0; field_A4 = f_A4; field_A8 = f_A8; field_AC = f_AC; TransitionTimeEnter = transitionTimeEnter; TransitionTimeExit = transitionTimeExit; field_B8 = f_B8; field_BC = f_BC; field_C0 = f_C0; field_C4 = f_C4; field_C8 = f_C8; field_CC = f_CC; field_D0 = f_D0; field_D4 = f_D4; field_D8 = f_D8; }