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Fixes to eye height calculations in PlayerHeightChanger
Found multiple problems with eye/camera height adjustments: -Eye height was not factored into target camera levels at startup except for riding. This would result in player eye level landing at wrong position after crouching/standing. -Camera was outside capsule when crouching. -Player's prefab eye starting height was slightly misaligned compared to runtime adjustments. -ControllerHeightChange had a workaround for eye height when dismounting/mounting because this wasn't have already factored in. Fixed all the above by aligning prefab camera starting position and setting eye height in target camera positions in startup. This also means the workaround for riding in ControllerHeightChange can be removed as standing target height now correctly set. Tested crouch/stand, mount/dismount, swim/walk, and combinations with save/load and camera now returning to correct starting position.
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