F1 (BLOCKING, doc-only) — the idle-by-default rationale rested on an unsound "uninitialized C++ member defaults to 0" argument (heap operator-new memory is indeterminate, not zero). Verified and replaced with the real evidence: gmCGAppearancePage::InitializePage @0x0047FDD0 writes an EXPLICIT this->m_bZoomedIn = 0; at 0x004802C3, immediately after that same function points the camera at the zoomed-IN per-heritage eye (0x00480286-0x0048029E). Fixed in all three places: the register's TS-83 retirement clause, ChargenPreviewAnimator's class doc, ChargenPreviewZoomController.IsZoomedIn's doc. Recorded the retail quirk this implies: the character starts framed close-up while not-zoomed-in, so the first Zoom In click (once mounted) tweens close-eye->close-eye (visually null) while still freezing the animation — the port reproduces this faithfully. F2 — ChargenPreviewZoomController and ChargenPreviewAnimator kept independent _zoomedIn bools synced only via a nullable animator parameter, risking desync. Retail's m_bZoomedIn is a single field gating both camera and animation, so the fix makes the animator the sole state owner: ChargenPreviewZoomController now takes its ChargenPreviewAnimator as a required constructor dependency, IsZoomedIn reads straight through to it, and ZoomIn/ZoomOut no longer take a parameter at all — there is no second bool left to disagree. F3 — documented the DoRotation counter-clockwise branch's x87-stack decompiler artifact (BN renders x87_r7_1 = x87_r6_3 at 0x0047CAEB, which would store delta-degrees instead of the timestamp for CCW only); the port already stores "now" in both branches, cited against feedback_bn_decomp_field_names.md. F4 — ChargenPreviewAnimator.ApplyIdleFrame now double-buffers two List<MeshRef> instead of allocating fresh every 30fps tick. F5 — filed docs/ISSUES.md #402 tracking the RetailAnimationCyclePlayback / LiveEntityAnimationPresenter duplication as an owned post-CC follow-up, referenced from the new type's own doc. F6 — reworded the ChargenPreviewEntityBuilder.TryBuild "byte-identical" claim to result-identical (TryBuildAnimated now also resolves the idle DID and loads the idle Animation before the wrapper discards them). F7 — added the missing clockwise >360 clamp test (readable decomp polarity, unlike F3's CCW artifact). ALSO — rewrote the CC6b ledger row's m_alternateSetupID MUST-COVER note per the reviewer's F11 concession: all five write sites belong to gmBarberUI (the post-creation barber shop), not gmCGAppearancePage, which has no option-checkbox-equivalent field at all. Added the enclosing-function citations and an explicit directive that CC6b-mount must NOT build a crown/no-flame checkbox on the Appearance page. Tests: ChargenPreviewRotationControllerTests +1 (10 total), ChargenPreviewZoomControllerTests +2 and every case rewritten for the required-animator constructor (9 total). Core.Tests 4786/1 skip (unchanged), Content.Tests 147/0, App.Tests 5152/6 skips (+3) — zero failures in isolation, full solution Release build green. Two pre-existing flakes observed across repeated full-solution runs, neither caused by this round and neither reproducing standalone: Core.Net.Tests' NakEmissionTests loss soak, and Content.Tests' DecodedTextureCacheTests concurrency race. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
162 lines
7 KiB
C#
162 lines
7 KiB
C#
using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Presentation-free port of <c>gmCGAppearancePage::ZoomIn</c>/<c>ZoomOut</c>
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/// (<c>0x0047CF00</c>/<c>0x0047D050</c>) and <c>DoZoomAnimation</c>
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/// (<c>0x0047C960</c>): a linear 0.6s tween of the preview camera's eye
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/// between <see cref="ChargenPreviewCamera.ResolveDefaultEye"/> (zoomed IN)
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/// and <see cref="ChargenPreviewCamera.ResolveZoomedOutEye"/> (zoomed OUT),
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/// driving the SAME <see cref="ChargenPreviewAnimator"/> zoom-state swap the
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/// button presses trigger in retail — immediately, not once the tween
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/// finishes (see <see cref="ChargenPreviewAnimator"/>'s own doc comment).
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///
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/// <para>
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/// <b>One owner of the zoom state (fix round F2):</b> retail's
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/// <c>m_bZoomedIn</c> is a SINGLE field on <c>gmCGAppearancePage</c> that
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/// gates both the camera target AND the animation swap — there is no way
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/// for retail's own camera and animation to disagree about which zoom state
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/// they're in. The first cut of this port kept two independent bools (one
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/// here, one on <see cref="ChargenPreviewAnimator"/>) synced only by
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/// <see cref="ZoomIn"/>/<see cref="ZoomOut"/> calling a NULLABLE animator
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/// parameter — a null pass, or any direct
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/// <see cref="ChargenPreviewAnimator.SetZoomedIn"/> call bypassing this
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/// controller, would desync the camera's target from the animation's pose.
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/// This class now takes its <see cref="ChargenPreviewAnimator"/> as a
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/// REQUIRED constructor dependency and <see cref="IsZoomedIn"/> reads
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/// straight through to <see cref="ChargenPreviewAnimator.IsZoomedIn"/> — the
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/// animator is the sole state owner, matching retail's own single-field
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/// design, and there is no longer a second bool that could disagree with it.
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/// </para>
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///
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/// <para>
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/// Retail drives <see cref="Tick"/> once per frame from a global-message-3
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/// tick while <c>m_bShouldZoomAnimate</c> is set
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/// (<c>gmCGAppearancePage::ListenToGlobalMessage @ 0x0047CED0</c>); the
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/// CC6b page-mount half will bind the Zoom In/Out buttons to
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/// <see cref="ZoomIn"/>/<see cref="ZoomOut"/> and the render loop to
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/// <see cref="Tick"/>. Direction is always <c>(0,0,0)</c> for this camera
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/// (see <see cref="ChargenPreviewCamera"/>'s own remarks), so only the eye
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/// position tweens — retail's own <c>m_vectCurDirection</c> lerp is a no-op
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/// here and is not reproduced.
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/// </para>
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/// </summary>
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internal sealed class ChargenPreviewZoomController
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{
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/// <summary>
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/// <c>ZoomIn</c>/<c>ZoomOut</c>'s explicit invalidation write
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/// (<c>this->m_dAnimDuration = -0.1</c>, pseudo-C ~0x0047cff1/0x0047cffb
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/// and ~0x0047d12c/0x0047d136 — the exact IEEE-754 bit pattern for
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/// <c>-0.1</c>) so the very next <see cref="Tick"/> resets the duration
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/// to <see cref="ChargenPreviewCamera.ZoomTweenDurationSeconds"/> and the
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/// start time to "now", matching <c>DoZoomAnimation</c>'s own
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/// reset-if-invalid guard exactly.
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/// </summary>
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private const double InvalidDurationSentinel = -0.1;
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private readonly uint _heritageId;
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private readonly ChargenPreviewAnimator _animator;
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private Vector3 _startEye;
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private Vector3 _targetEye;
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private double _animStartTime;
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private double _animDuration;
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private bool _shouldAnimate;
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public ChargenPreviewZoomController(uint heritageId, ChargenPreviewCamera camera, ChargenPreviewAnimator animator)
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{
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ArgumentNullException.ThrowIfNull(camera);
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ArgumentNullException.ThrowIfNull(animator);
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_heritageId = heritageId;
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Camera = camera;
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_animator = animator;
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}
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public ChargenPreviewCamera Camera { get; }
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/// <summary>
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/// Mirrors retail's <c>m_bZoomedIn</c> — a straight read-through to
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/// <see cref="ChargenPreviewAnimator.IsZoomedIn"/> (see this class's own
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/// "one owner" doc above), which itself defaults false per
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/// <c>gmCGAppearancePage::InitializePage @ 0x0047FDD0</c>'s explicit
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/// <c>this->m_bZoomedIn = 0;</c> at <c>0x004802C3</c> — written right
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/// after that same function points the camera at the zoomed-IN
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/// per-heritage eye (<c>0x00480286-0x0048029E</c>). One retail quirk
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/// this produces: the character starts framed close-up while
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/// NOT-zoomed-in, so the first Zoom In click (once mounted) tweens
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/// close-eye→close-eye — visually null — while still freezing the
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/// animation; this port reproduces it faithfully.
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/// </summary>
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public bool IsZoomedIn => _animator.IsZoomedIn;
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/// <summary>
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/// <c>gmCGAppearancePage::ZoomIn @ 0x0047CF00</c>: no-op if already
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/// zoomed in (retail's own early-return guard). Otherwise starts a tween
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/// from the camera's CURRENT eye to the default (zoomed-IN) per-heritage
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/// profile and swaps the animator to the frozen rest pose IMMEDIATELY
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/// (<c>gmCG3DView::StopAnimation</c>'s call site, pseudo-C ~0x0047d024,
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/// precedes the tween's own completion by definition — it runs once,
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/// synchronously, inside <c>ZoomIn</c> itself).
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/// </summary>
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public void ZoomIn()
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{
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if (IsZoomedIn)
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return;
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StartTween(ChargenPreviewCamera.ResolveDefaultEye(_heritageId));
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_animator.SetZoomedIn(true);
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}
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/// <summary>
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/// <c>gmCGAppearancePage::ZoomOut @ 0x0047D050</c>: no-op if not
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/// currently zoomed in. Otherwise starts a tween toward the zoomed-OUT
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/// per-heritage profile and swaps the animator back to the playing idle
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/// loop immediately, mirroring <see cref="ZoomIn"/>.
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/// </summary>
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public void ZoomOut()
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{
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if (!IsZoomedIn)
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return;
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StartTween(ChargenPreviewCamera.ResolveZoomedOutEye(_heritageId));
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_animator.SetZoomedIn(false);
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}
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private void StartTween(Vector3 targetEye)
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{
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_startEye = Camera.Eye;
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_targetEye = targetEye;
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_shouldAnimate = true;
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_animDuration = InvalidDurationSentinel;
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}
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/// <summary>
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/// <c>gmCGAppearancePage::DoZoomAnimation @ 0x0047C960</c>: a LINEAR
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/// (not eased) lerp of the eye position from <c>m_vectStartPosition</c>
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/// to <c>m_vectTargPosition</c> over
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/// <see cref="ChargenPreviewCamera.ZoomTweenDurationSeconds"/>, clamping
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/// <c>t</c> to exactly 1.0 (and clearing <c>m_bShouldZoomAnimate</c>) the
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/// tick that reaches or passes the duration — the decomp shows a
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/// straight <c>(targ - start) * t + start</c> per axis with no easing
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/// curve applied anywhere in this function.
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/// </summary>
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public void Tick(double now)
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{
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if (!_shouldAnimate)
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return;
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if (_animDuration <= 0d)
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{
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_animDuration = ChargenPreviewCamera.ZoomTweenDurationSeconds;
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_animStartTime = now;
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}
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double elapsed = now - _animStartTime;
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if (elapsed >= _animDuration)
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{
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_shouldAnimate = false;
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elapsed = _animDuration;
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}
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float t = (float)(elapsed / _animDuration);
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Camera.Eye = Vector3.Lerp(_startEye, _targetEye, t);
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}
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}
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