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move/scope viewOrientation into the related code block
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@ -1261,12 +1261,12 @@ void MyAvatar::updateLookAtTargetAvatar() {
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qApp->copyViewFrustum(viewFrustum);
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glm::vec3 viewPosition = viewFrustum.getPosition();
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glm::quat viewOrientation = viewFrustum.getOrientation();
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#if DEBUG_ALWAYS_LOOKAT_EYES_NOT_CAMERA
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viewPosition = (avatarLeftEye + avatarRightEye) / 2.0f;
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#endif
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// scale gazeOffset by IPD, if wearing an HMD.
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if (qApp->isHMDMode()) {
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glm::quat viewOrientation = viewFrustum.getOrientation();
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glm::mat4 leftEye = qApp->getEyeOffset(Eye::Left);
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glm::mat4 rightEye = qApp->getEyeOffset(Eye::Right);
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glm::vec3 leftEyeHeadLocal = glm::vec3(leftEye[3]);
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