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m_firstPersonCameraXform.mulB_43(realBodyK->LL_GetTransform(realBodyK->LL_BoneID("eyelid_1")));// should be a bone that is inbetween the eye bones (maybe more accurate than using bip01_head)
xr_sprintf(text, "first person body direction [%3.3f %3.3f %3.3f]", m_firstPersonBodyXform.k.x, m_firstPersonBodyXform.k.y, m_firstPersonBodyXform.k.z);
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F->OutNext(text);
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xr_sprintf(text, "head position [%3.3f %3.3f %3.3f]", m_firstPersonCameraXform.c.x, m_firstPersonCameraXform.c.y, m_firstPersonCameraXform.c.z);
if (psActorFlags.test(AF_FIRST_PERSON_BODY) && eacFirstEye == cam_active && !g_Alive()) // manually update position for first person death because it gets overridden in `Update`
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C->vDirection.set(m_firstPersonCameraXform.k);
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C->f_fov = fFOV;
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if (eacFirstEye != cam_active)
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{
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cameras[eacFirstEye]->Update(point, dangle);
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cameras[eacFirstEye]->f_fov = fFOV;
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}
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if (Level().CurrentEntity() == this)
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if (FirstPersonBodyActive() && !g_Alive()) // override camera position / direction for first person body on death
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