minor fixing, adapting for mobile web
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@@ -40,6 +40,12 @@ namespace ZL
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Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
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InteractiveObject* targetInteractiveObject = nullptr;
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// "Walk to NPC, then fire on_npc_interact" — mirrors targetInteractiveObject
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// so a click from outside interactionRadius still leads to a Lua callback
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// once the player gets close enough.
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Character* targetInteractNpc = nullptr;
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int targetInteractNpcIndex = -1;
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std::unique_ptr<TextRenderer> npcNameText;
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ScriptEngine scriptEngine;
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@@ -50,7 +56,9 @@ namespace ZL
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void buildDebugNavMeshes();
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void drawDebugNavigation();
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#endif
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bool rightMouseDown = false;
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// Set by Game when the user's primary pointer (left mouse / single touch)
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// has crossed the tap-vs-drag threshold and is now rotating the camera.
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bool cameraDragging = false;
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int lastMouseX = 0;
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int lastMouseY = 0;
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