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	Minor improvements to first person camera
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					 3 changed files with 4 additions and 3 deletions
				
			
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			@ -37,10 +37,11 @@ bool first_person_check_cancels(struct MarioState *m) {
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    if (m->action == ACT_FIRST_PERSON || m->action == ACT_IN_CANNON || m->action == ACT_READING_NPC_DIALOG || m->action == ACT_DISAPPEARED || m->action == ACT_FLYING) {
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        return true;
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    }
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    if (find_object_with_behavior(smlua_override_behavior(bhvActSelector)) != NULL) { return true; }
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    if (gLuaLoadingMod != NULL) { return false; }
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    struct Object *bowser = find_object_with_behavior(bhvBowser);
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    struct Object *bowser = find_object_with_behavior(smlua_override_behavior(bhvBowser));
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    if ((gCurrLevelNum == LEVEL_BOWSER_1 || gCurrLevelNum == LEVEL_BOWSER_2 || gCurrLevelNum == LEVEL_BOWSER_3) &&
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        bowser != NULL &&
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        (bowser->oAction == 5 || bowser->oAction == 6)) {
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			@ -1156,7 +1156,7 @@ static s32 obj_is_in_view(struct GraphNodeObject *node, Mat4 matrix) {
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    // visibly pop in or out at the edge of the screen.
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    //
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    // Half of the fov in in-game angle units instead of degrees.
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    s16 halfFov = (not_zero(gCurGraphNodeCamFrustum->fov, gOverrideFOV) / 2.0f + 1.0f) * 32768.0f / 180.0f + 0.5f;
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    s16 halfFov = (get_first_person_enabled() ? gFirstPersonCamera.fov : not_zero(gCurGraphNodeCamFrustum->fov, gOverrideFOV) / 2.0f + 1.0f) * 32768.0f / 180.0f + 0.5f;
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    f32 divisor = coss(halfFov);
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    if (divisor == 0) { divisor = 1; }
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			@ -170,7 +170,7 @@ extern s16 gMenuMode;
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static void controller_sdl_read(OSContPad *pad) {
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    if (!init_ok) { return; }
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    if ((newcam_mouse == 1 || gFirstPersonCamera.enabled || gDjuiHudLockMouse) && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus && WAPI.has_focus()) {
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    if ((newcam_mouse == 1 || get_first_person_enabled() || gDjuiHudLockMouse) && gMenuMode == -1 && !gDjuiInMainMenu && !gDjuiChatBoxFocus && !gDjuiConsoleFocus && WAPI.has_focus()) {
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        controller_mouse_enter_relative();
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    } else {
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        controller_mouse_leave_relative();
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