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Core / VideoCommon: refactor FreeLookCamera to have the underlying controller handle all the logic (field-of-view, movement, etc)
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@@ -356,7 +356,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if (bProjectionChanged || g_freelook_camera.IsDirty())
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if (bProjectionChanged || g_freelook_camera.GetController()->IsDirty())
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{
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bProjectionChanged = false;
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@@ -435,7 +435,7 @@ void VertexShaderManager::SetConstants()
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memcpy(constants.projection.data(), corrected_matrix.data.data(), 4 * sizeof(float4));
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g_freelook_camera.SetClean();
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g_freelook_camera.GetController()->SetClean();
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dirty = true;
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}
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