Moved most of the code that sets values in the Camera Struct into the struct.
Moved code that gets current camera position and direction into the Camera Struct.
Ignore values if Camera Position == Camera Target.
Camera Struct
Check for starting XYZ for target and world for 0 values. Maybe this is how FF8 sets camera animation to be done. We were just checking for CurrentTime >= TotalTime But then we'd have a approx 7 frames of bad animation causing a shake to happen.
Set values that don't change to readonly and anything that isn't changed outside of the struct is private set.
Camera
Camera Struct
CurrentTime >= TotalTime
But then we'd have a approx 7 frames of bad animation causing a shake to happen.private set
.