Another attempt at fixing camera roll in cutscenes, hopefully the right one this time. See #2483
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@ -301,6 +301,11 @@ void CutsceneWorld::update(float dt)
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rot2.setPitch(rot2.getPitch() + 90.0f);
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m_camera->setRotation(rot2.toIrrVector());
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irr::core::vector3df up(0.0f, 0.0f, 1.0f);
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irr::core::matrix4 matrix = anchorNode->getAbsoluteTransformation();
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matrix.rotateVect(up);
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m_camera->setUpVector(up);
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SFXManager::get()->positionListener(m_camera->getAbsolutePosition(),
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m_camera->getTarget() -
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m_camera->getAbsolutePosition(),
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