Split ModelView matrix stack into View and World stacks.
Add "hallway" and "distant" mods.
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@@ -160,6 +160,8 @@ void ScreenPlayerOptions::ImportOptions()
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m_OptionRow[PO_PERSPECTIVE].choices.push_back( "INCOMING" );
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m_OptionRow[PO_PERSPECTIVE].choices.push_back( "OVERHEAD" );
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m_OptionRow[PO_PERSPECTIVE].choices.push_back( "SPACE" );
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m_OptionRow[PO_PERSPECTIVE].choices.push_back( "HALLWAY" );
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m_OptionRow[PO_PERSPECTIVE].choices.push_back( "DISTANT" );
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CStringArray arrayPosNames;
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GAMESTATE->m_pPosition->GetNamesForCurrentGame(arrayPosNames);
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@@ -275,10 +277,14 @@ void ScreenPlayerOptions::ImportOptions()
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/* Default: */
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m_iSelectedOption[p][PO_PERSPECTIVE] = 1;
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if(po.m_fPerspectiveTilt == -1)
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if( po.m_fSkew==1 && po.m_fPerspectiveTilt==-1 )
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m_iSelectedOption[p][PO_PERSPECTIVE] = 0;
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else if(po.m_fPerspectiveTilt == 1)
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else if( po.m_fSkew==1 && po.m_fPerspectiveTilt==1 )
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m_iSelectedOption[p][PO_PERSPECTIVE] = 2;
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else if( po.m_fSkew==0 && po.m_fPerspectiveTilt==-1 )
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m_iSelectedOption[p][PO_PERSPECTIVE] = 3;
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else if( po.m_fSkew==0 && po.m_fPerspectiveTilt==1 )
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m_iSelectedOption[p][PO_PERSPECTIVE] = 4;
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else /* po.m_fPerspectiveTilt == 0 */
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{
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vector<CString> &choices = m_OptionRow[PO_PERSPECTIVE].choices;
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@@ -377,9 +383,13 @@ void ScreenPlayerOptions::ExportOptions()
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switch(m_iSelectedOption[p][PO_PERSPECTIVE])
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{
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case 0: po.m_fPerspectiveTilt = -1; break;
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case 2: po.m_fPerspectiveTilt = 1; break;
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default:po.m_fPerspectiveTilt = 0; break;
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case 0: po.m_fSkew = 1; po.m_fPerspectiveTilt = -1; break;
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case 1: po.m_fSkew = 1; po.m_fPerspectiveTilt = 0; break;
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case 2: po.m_fSkew = 0; po.m_fPerspectiveTilt = 1; break;
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case 3: po.m_fSkew = 0; po.m_fPerspectiveTilt = -1; break;
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case 4: po.m_fSkew = 0; po.m_fPerspectiveTilt = 1; break;
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default:
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ASSERT(0);
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}
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if(m_iSelectedOption[p][PO_PERSPECTIVE] > 2)
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{
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