mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-09-20 18:59:53 +02:00
217 lines
7.0 KiB
C
217 lines
7.0 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "z64cutscene.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
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static bool camera_interpolation_forced = false;
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static bool camera_skip_interpolation_forced = false;
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static bool camera_ignore_tracking = false;
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static bool in_kaleido = false;
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static bool prev_in_kaleido = false;
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static bool camera_skipped = false;
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void set_camera_skipped(bool skipped) {
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camera_skipped = skipped;
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}
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void clear_camera_skipped() {
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camera_skipped = false;
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}
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bool camera_was_skipped() {
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return camera_skipped;
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}
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void camera_pre_play_update(PlayState* play) {
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}
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void camera_post_play_update(PlayState* play) {
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// Track whether the game is in kaleido.
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prev_in_kaleido = in_kaleido;
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if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) {
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in_kaleido = true;
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}
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else {
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in_kaleido = false;
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}
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}
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s32 View_ApplyPerspective(View* view);
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s32 View_ApplyOrtho(View* view);
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void force_camera_interpolation() {
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camera_interpolation_forced = true;
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}
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void force_camera_skip_interpolation() {
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camera_skip_interpolation_forced = true;
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}
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void force_camera_ignore_tracking() {
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camera_ignore_tracking = true;
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}
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void KaleidoScope_SetView(PauseContext* pauseCtx, f32 eyeX, f32 eyeY, f32 eyeZ) {
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Vec3f eye;
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Vec3f at;
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Vec3f up;
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eye.x = eyeX;
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eye.y = eyeY;
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eye.z = eyeZ;
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at.x = at.y = at.z = 0.0f;
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up.x = up.z = 0.0f;
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up.y = 1.0f;
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// @recomp Force interpolation for this view and skip tracking positions.
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force_camera_interpolation();
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force_camera_ignore_tracking();
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View_LookAt(&pauseCtx->view, &eye, &at, &up);
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View_Apply(&pauseCtx->view,
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VIEW_ALL | VIEW_FORCE_VIEWING | VIEW_FORCE_VIEWPORT | VIEW_FORCE_PROJECTION_PERSPECTIVE);
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}
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void FileSelect_SetView(FileSelectState* this, f32 eyeX, f32 eyeY, f32 eyeZ) {
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Vec3f eye;
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Vec3f lookAt;
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Vec3f up;
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eye.x = eyeX;
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eye.y = eyeY;
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eye.z = eyeZ;
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lookAt.x = lookAt.y = lookAt.z = 0.0f;
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up.x = up.z = 0.0f;
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up.y = 1.0f;
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// @recomp Force interpolation for this view and skip tracking positions.
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force_camera_interpolation();
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force_camera_ignore_tracking();
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View_LookAt(&this->view, &eye, &lookAt, &up);
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View_Apply(&this->view, VIEW_ALL | VIEW_FORCE_VIEWING | VIEW_FORCE_VIEWPORT | VIEW_FORCE_PROJECTION_PERSPECTIVE);
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}
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bool should_interpolate_perspective(Vec3f* eye, Vec3f* at) {
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static Vec3f prev_eye = {0,0,0};
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static Vec3f prev_at = {0,0,0};
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static Vec3f eye_velocity = {0,0,0};
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static Vec3f at_velocity = {0,0,0};
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Vec3f predicted_eye;
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Vec3f predicted_at;
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// Predict the new eye and at positions based on the previous velocity and positions.
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Math_Vec3f_Sum(&prev_eye, &eye_velocity, &predicted_eye);
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Math_Vec3f_Sum(&prev_at, &at_velocity, &predicted_at);
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// Calculate the current velocities from the previous and current positions.
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Math_Vec3f_Diff(eye, &prev_eye, &eye_velocity);
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Math_Vec3f_Diff(at, &prev_at, &at_velocity);
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// Compare the predicted positions to the real positions.
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float eye_dist = Math_Vec3f_DistXYZ(&predicted_eye, eye);
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float at_dist = Math_Vec3f_DistXYZ(&predicted_at, at);
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// Compare the velocities of the eye and at positions.
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float velocity_diff = Math_Vec3f_DistXYZ(&eye_velocity, &at_velocity);
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// Update the tracking for the previous positions with the new ones.
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prev_eye = *eye;
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prev_at = *at;
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// These numbers are all picked via testing.
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// If the velocity of both positions was the same, then they're moving together and should interpolate.
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if (velocity_diff <= 3.0f && eye_dist <= 100.0f && at_dist <= 100.0f) {
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return true;
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}
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// If the focus or position are basically the same across frames and the eye didn't move too far then it should probably be interpolated.
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if (at_dist <= 10.0f && eye_dist <= 300.0f) {
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return true;
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}
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if (eye_dist <= 10.0f && at_dist <= 300.0f) {
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return true;
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}
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if (velocity_diff > 50.0f || at_dist > 50.0f || eye_dist > 300.0f) {
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eye_velocity.x = 0.0f;
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eye_velocity.y = 0.0f;
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eye_velocity.z = 0.0f;
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at_velocity.x = 0.0f;
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at_velocity.y = 0.0f;
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at_velocity.z = 0.0f;
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return false;
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}
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return true;
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}
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/**
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* Apply view to POLY_OPA_DISP, POLY_XLU_DISP (and OVERLAY_DISP if ortho)
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*/
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void View_Apply(View* view, s32 mask) {
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mask = (view->flags & mask) | (mask >> 4);
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// @recomp Determine if the camera should be interpolated this frame.
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bool interpolate_camera = false;
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if (mask & VIEW_PROJECTION_ORTHO) {
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View_ApplyOrtho(view);
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} else {
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View_ApplyPerspective(view);
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// @recomp Determine if interpolation should occur based on the new eye and at positions.
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if (!camera_ignore_tracking) {
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interpolate_camera = should_interpolate_perspective(&view->eye, &view->at);
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}
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}
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camera_ignore_tracking = false;
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// Force skipping interpolation if the previous view was kaleido and this one isn't.
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if (prev_in_kaleido && !in_kaleido) {
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camera_skip_interpolation_forced = true;
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}
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// @recomp Apply camera interpolation overrides.
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if (camera_skip_interpolation_forced) {
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interpolate_camera = false;
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}
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else if (camera_interpolation_forced) {
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interpolate_camera = true;
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}
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// @recomp Tag the camera matrices
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GraphicsContext* gfxCtx = view->gfxCtx;
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OPEN_DISPS(gfxCtx);
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if (interpolate_camera) {
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// Simple interpolation works much better for cameras because they orbit around a focus.
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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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}
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else {
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// Skip interpolation for this frame.
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gEXMatrixGroupSimple(POLY_OPA_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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gEXMatrixGroupSimple(POLY_XLU_DISP++, CAMERA_TRANSFORM_ID, G_EX_NOPUSH, G_MTX_PROJECTION,
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G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, G_EX_EDIT_NONE);
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}
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// Record whether the camera was skipped for later use.
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set_camera_skipped(!interpolate_camera);
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camera_interpolation_forced = false;
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camera_skip_interpolation_forced = false;
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CLOSE_DISPS(gfxCtx);
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}
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