3 | | When playing games, opening skirmish/scenario maps in atlas or generating random maps in atlas, the camera focuses on an entity of the player. |
4 | | |
5 | | If the map doesn't come with any player entities (about impossible and if possible, likely wants to use a cinematic path), or more likely: |
6 | | |
7 | | if the game is started in observer/replaymode, then the random map determines the initial camera location |
8 | | |
9 | | r20370 removed some code that pretends to center the camera. |
10 | | |
11 | | But the impression that `ParseCamera` in `MapReader.cpp` is unusably broken is very strong. |
12 | | |
13 | | So it seems there is no use case to save a camera position in any of the map types. |
14 | | |
15 | | So the code could be removed instead of fixed. The camera location could then be comptued in the same place for both players and observers. |
16 | | |
17 | | The `Player` component also has camera positioning code which appears unused. |
| 6 | The GameView code always focuses on the first CC if there exists one. Thus overwriting the StartingCamera from the (skirmish/scenario/random) map if one exists, reverting its only use case. |