port #181: retail viewer step subdivision (calc_num_steps 0x0050a0b0) - radius-anchored steps + remainder final step + viewer-exempt small-offset abort
The user's retail axiom (camera rock steady pressed into walls) vs our measured wall-press wander (~0.5mm/frame limit cycle, headless pin Issue181WallPressEquilibriumTests) sent us back to the decomp. Ghidra (clean, vs the BN x87 mush): retail VIEWERS subdivide the sweep into EXACTLY radius-length steps anchored at the start (offsetPerStep = offset*r/len, numSteps = floor(len/r)+1) with the final step recomputed mid-loop as the exact remainder (find_transitional_position 0x0050bdf0), and the negligible-offset abort is NON-viewer-only. Ours used ceil equal-slices for everything and aborted viewers too. Ported faithfully (pseudocode docs/research/2026-07-06-viewer-step-subdivision-pseudocode.md); non-viewer stepping already matched (TRANSITIONAL_PERCENT_OF_RADIUS=1.0). Measurement: the wall-press limit cycle is UNCHANGED by the port (537.8um avg; a bit-exact 12-frame cycle: ~130um/frame inward creep x11 then a 2.6mm snap). With adjust_to_plane + adjust_sphere_to_poly now also Ghidra-verified faithful, the residual mm cycle is likely retail-class plateau physics - invisible at retail's 60fps vsync, tear-interleaved into visible stripes at our ~1500fps unsynced. The decisive user test: VSync ON (Settings/F11). Fallback discriminator: cdb-trace retail's viewer at a wall press. Suites green (Core 2600 / App 733 / UI 425 / Net 385). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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3 changed files with 318 additions and 16 deletions
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.Core.Physics;
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using AcDream.Core.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
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using DatEnvironment = DatReaderWriter.DBObjs.Environment;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #181 excitation, isolated headlessly — the WALL-PRESS equilibrium. Live
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/// evidence: a camera pressed into corridor walls/openings never reaches a
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/// fixed point (sought steps α·gap into the wall per frame; the sweep clips it
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/// back within adjust_to_plane's parametric 0.02 window) → the published eye
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/// wanders ~1 mm/frame, and when the wander straddles a cell boundary the
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/// VIEWER CELL flaps (launch-181-pressed.log: viewer≠player on 85.5% of
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/// frames, one-frame A→B→A root flips) — each flip re-roots the whole
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/// visibility frame (the #176/#181 flicker).
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///
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/// This test runs the REAL RetailChaseCamera + the REAL
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/// PhysicsCameraCollisionProbe against the REAL Facility Hub BSP with a
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/// static player backed against the corridor wall, and measures the
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/// steady-state eye wander + ViewerCellId stability over 20k frames.
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/// Diagnostic (reporting) first; the equilibrium fix turns the wander/flap
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/// numbers into hard pins.
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/// </summary>
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public class Issue181WallPressEquilibriumTests
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{
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private const uint FacilityHubLandblock = 0x8A020000u;
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private readonly ITestOutputHelper _out;
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public Issue181WallPressEquilibriumTests(ITestOutputHelper output) => _out = output;
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// Mirrors AcDream.Core.Tests Conformance.ConformanceDats (not referencable
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// from App.Tests): resolve the dat dir + load real EnvCells into the cache.
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private static string? ResolveDatDir()
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{
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var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
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var def = Path.Combine(
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Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(def) ? def : null;
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}
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private static (PhysicsEngine, PhysicsDataCache) BuildCorridorEngine(DatCollection dats)
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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for (uint low = 0x0100u; low <= 0x01FFu; low++)
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{
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uint id = FacilityHubLandblock | low;
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var datCell = dats.Get<DatEnvCell>(id);
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if (datCell is null) continue;
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var environment = dats.Get<DatEnvironment>(0x0D000000u | datCell.EnvironmentId);
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if (environment is null) continue;
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if (!environment.Cells.TryGetValue(datCell.CellStructure, out var cellStruct) || cellStruct is null)
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continue;
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var world = Matrix4x4.CreateFromQuaternion(datCell.Position.Orientation) *
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Matrix4x4.CreateTranslation(datCell.Position.Origin);
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cache.CacheCellStruct(id, datCell, cellStruct, world);
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}
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var heights = new byte[81];
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
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engine.AddLandblock(FacilityHubLandblock, new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
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return (engine, cache);
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}
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[Fact]
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public void Diagnostic_WallPressedCamera_EyeWanderAndViewerCellStability()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var (engine, _) = BuildCorridorEngine(dats);
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bool savedAlign = CameraDiagnostics.AlignToSlope;
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bool savedColl = CameraDiagnostics.CollideCamera;
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float savedT = CameraDiagnostics.TranslationStiffness;
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float savedR = CameraDiagnostics.RotationStiffness;
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try
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{
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CameraDiagnostics.AlignToSlope = true;
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CameraDiagnostics.CollideCamera = true;
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CameraDiagnostics.TranslationStiffness = 0.45f;
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CameraDiagnostics.RotationStiffness = 0.45f;
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// The live parked spot from the leak-fix log: player at the corridor
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// spawn (cell 0x0142), backed near the +Y wall so the full boom is
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// blocked (live [resolve]: hit=yes n=(0,-1,0) every frame).
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var playerPos = new Vector3(50.331f, -39.357f, -5.90f);
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// Live [resolve]: the sweep target headed (-2.13,+1.32,+0.75) from the
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// pivot and hit the n=(0,-1,0) wall — so the player faces (+X,-Y)-ish
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// and the boom presses -X+Y into that wall. yaw = atan2(-0.53, 0.85).
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float yaw = -0.556f;
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uint cellId = 0x8A020142u;
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float dt = 1f / 1500f;
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var cam = new RetailChaseCamera
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{
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CollisionProbe = new PhysicsCameraCollisionProbe(engine),
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};
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void Step() => cam.Update(
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playerPosition: playerPos,
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playerYaw: yaw,
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playerVelocity: Vector3.Zero,
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isOnGround: true,
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contactPlaneNormal: Vector3.UnitZ,
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dt: dt,
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cellId: cellId,
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selfEntityId: 0x5);
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// Settle into the wall-press equilibrium.
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for (int i = 0; i < 5000; i++) Step();
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// Measure 20k steady-state frames.
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var eyes = new List<Vector3>(20000);
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var cells = new HashSet<uint>();
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int cellTransitions = 0;
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uint prevCell = cam.ViewerCellId;
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Vector3 prevEye = cam.Position;
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float maxStep = 0f; double sumStep = 0;
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for (int i = 0; i < 20000; i++)
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{
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Step();
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float d = Vector3.Distance(cam.Position, prevEye);
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maxStep = MathF.Max(maxStep, d);
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sumStep += d;
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prevEye = cam.Position;
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eyes.Add(cam.Position);
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cells.Add(cam.ViewerCellId);
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if (cam.ViewerCellId != prevCell) { cellTransitions++; prevCell = cam.ViewerCellId; }
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}
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// Wander bounding box.
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Vector3 mn = eyes[0], mx = eyes[0];
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foreach (var e in eyes) { mn = Vector3.Min(mn, e); mx = Vector3.Max(mx, e); }
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var span = mx - mn;
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_out.WriteLine(FormattableString.Invariant(
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$"steady-state: avgStep={sumStep / 20000 * 1e6:F1}um maxStep={maxStep * 1e6:F1}um wanderBox=({span.X * 1000:F2},{span.Y * 1000:F2},{span.Z * 1000:F2})mm"));
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_out.WriteLine(FormattableString.Invariant(
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$"viewer cells seen: {cells.Count} transitions={cellTransitions} eye=({cam.Position.X:F6},{cam.Position.Y:F6},{cam.Position.Z:F6}) cell=0x{cam.ViewerCellId:X8}"));
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// Orbit structure: 16 consecutive frames at 6dp, with the sweep's
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// own [flap-sweep] lines captured for the same frames.
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bool savedFlap = RenderingDiagnostics.ProbeFlapEnabled;
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var savedOut = Console.Out;
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try
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{
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RenderingDiagnostics.ProbeFlapEnabled = true;
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using var writer = new StringWriter();
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Console.SetOut(writer);
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for (int i = 0; i < 16; i++)
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{
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Step();
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writer.WriteLine(FormattableString.Invariant(
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$"orbit[{i:D2}] eye=({cam.Position.X:F6},{cam.Position.Y:F6},{cam.Position.Z:F6})"));
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}
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Console.SetOut(savedOut);
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foreach (var line in writer.ToString().Split('\n'))
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if (line.Length > 1) _out.WriteLine(line.TrimEnd());
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}
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finally
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{
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Console.SetOut(savedOut);
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RenderingDiagnostics.ProbeFlapEnabled = savedFlap;
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}
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}
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finally
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{
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CameraDiagnostics.AlignToSlope = savedAlign;
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CameraDiagnostics.CollideCamera = savedColl;
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CameraDiagnostics.TranslationStiffness = savedT;
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CameraDiagnostics.RotationStiffness = savedR;
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}
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}
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}
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