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Fixes for the First Person Camera
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@@ -188,11 +188,18 @@ void MkwVRFirstPersonConfigure(bool enabled, const FirstPersonHeadOffsets& offse
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// interpreted, shared by startup and the F10 settings bar.
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void MkwVRFirstPersonApplyConfiguredSettings() noexcept;
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// Reads the race camera and the player's kart and republishes the anchor. Call
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// once per guest frame, after the kart and camera updates and before the draws.
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// race_camera_address is the frame's own RaceCamera, or zero if none was seen.
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// Arms the anchor for this guest frame. Call once per frame from the race draw
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// boundary, with the frame's own RaceCamera, or zero if none was seen. This
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// only latches; the anchor itself is computed by Commit below, because the
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// scene's camera matrix for the frame is not set until the draws run.
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void MkwVRFirstPersonUpdate(uint64_t guest_frame_index, uint32_t race_camera_address) noexcept;
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// Computes and publishes the anchor from the values the frame was drawn with.
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// Call from the producer's frame seal, after the draws and before the sealed
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// frame reaches Aurora. Does nothing unless Update armed the frame, which is
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// what keeps this to races.
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void MkwVRFirstPersonCommit() noexcept;
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// Drops every captured pointer and the held anchor. Call on race entry/exit.
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void MkwVRFirstPersonReset() noexcept;
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