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The FreeLook camera was resetting when performing simple actions like attacking with a sword. The camera mode check had some confusing and overlapping range checks, so I've switched to using a switch with explicit cases for the camera modes we want to clear (essentially any Z targeting, aiming, firstperson, and boomerang modes).
I also moved the cutscene check to
CanFreeLook
so that we check on all frames for cutscene mode, instead of just when the camera mode changes. This addresses the strange camera position issue when moving the camera through a transition while riding Epona.Fixes #508
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