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Scripted first-person cameras blended as before (#189)
A scripted first-person camera looks along its unit's aim, which turns once a tick: placed by the observer and the object's move alone, it turned in 30 Hz steps in a vehicle; it is left to its snapshots' blend.
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@@ -790,13 +790,16 @@ static struct observer_result const *render_interpolation_blended_camera(
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its pose snaps: it ran up to 2 m ahead of or behind the object, out
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through the lifepod's hull in a30. It is drawn where the observer has
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it, moved with the object from where the object is to where it is
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drawn. (An animated camera has no such object.) */
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drawn. (An animated camera has no such object; a scripted first-person
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camera looks along its unit's aim, which turns once a tick, and is
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blended from its snapshots as the player's camera is.) */
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if (director_get_perspective(local_player_index) == _director_perspective_scripted)
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{
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long relative_object_index = scripted_camera_object_relative_to();
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real_matrix4x3 const *drawn;
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if (relative_object_index != NONE &&
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!scripted_camera_object_is_first_person_camera(relative_object_index) &&
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object_try_and_get_and_verify_type(relative_object_index, _object_mask_all) &&
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(drawn = render_interpolation_object_node_matrices(relative_object_index)) != NULL)
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{
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