Fix #3542
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@ -505,9 +505,11 @@ void FeatureUnlockedCutScene::onUpdate(float dt)
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// have their own path when they move
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// and that they won't end offscreen in usual situations
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// Put the trophy in center
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float pos_value = (n == 0) ? unlockedStuffCount/2.0f :
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(n == unlockedStuffCount/2) ? 0 : n;
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// Put the trophy (item 0 in the unlocked stuff) in center
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// For this, we exchange the position of the trophy with
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// the item in the middle of the unlocked array.
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int pos_value = (n == 0) ? unlockedStuffCount/2 :
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(n == unlockedStuffCount/2) ? 0 : n;
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float offset = (float) pos_value - unlockedStuffCount/2.0f + 0.5f;
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offset *= (unlockedStuffCount <= 3) ? 1.4f :
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(unlockedStuffCount <= 5) ? 1.2f : 1.0f;
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