local fn = _gn(0xC819F3CBB62BF692)
--- Instructs the game engine to stop rendering scripted cameras and transition back to the gameplay camera, optionally applying custom blending and rendering options.
-- ```cpp
-- enum eRenderingOptionFlags {
-- RO_NO_OPTIONS = 0,
-- RO_STOP_RENDERING_OPTION_WHEN_PLAYER_EXITS_INTO_COVER = 1
-- };
-- ```
-- ```cpp
-- enum eCamSplineSmoothingFlags {
-- // No smoothing just moves at a constant rate
-- CAM_SPLINE_NO_SMOOTH = 0,
-- // Decelerates when approaching a node
-- CAM_SPLINE_SLOW_IN_SMOOTH = 1,
-- // Accelerates slowly when leaving a node
-- CAM_SPLINE_SLOW_OUT_SMOOTH = 2,
-- // Decelerates when approaching a node and accelerates slowly when leaving a node
-- CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3,
-- CAM_SPLINE_VERY_SLOW_IN = 4,
-- CAM_SPLINE_VERY_SLOW_OUT = 5,
-- CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6,
-- CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7,
-- CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8,
-- CAM_SPLINE_EASE_IN = 9,
-- CAM_SPLINE_EASE_OUT = 10,
-- CAM_SPLINE_QUADRATIC_EASE_IN = 11,
-- CAM_SPLINE_QUADRATIC_EASE_OUT = 12,
-- CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13,
-- CAM_SPLINE_CUBIC_EASE_IN = 14,
-- CAM_SPLINE_CUBIC_EASE_OUT = 15,
-- CAM_SPLINE_CUBIC_EASE_IN_OUT = 16,
-- CAM_SPLINE_QUARTIC_EASE_IN = 17,
-- CAM_SPLINE_QUARTIC_EASE_OUT = 18,
-- CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19,
-- CAM_SPLINE_QUINTIC_EASE_IN = 20,
-- CAM_SPLINE_QUINTIC_EASE_OUT = 21,
-- CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22,
-- CAM_SPLINE_CIRCULAR_EASE_IN = 23,
-- CAM_SPLINE_CIRCULAR_EASE_OUT = 24,
-- CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25
-- };
-- ```
-- ```
-- NativeDB Added Parameter 4: int renderingOptions : An integer bitmask of eRenderingOptionFlags to apply specific rendering behaviors during the transition. RO_NO_OPTIONS signifies no special options are applied.
-- ```
-- ```
-- NativeDB Introduced: v323
-- ```
-- @param bShouldApplyAcrossAllThreads If `true`, ensures that the rendering stop request is enforced regardless of other script threads that might still expect rendering to be active. Use with caution to avoid conflicts.
-- @param distanceToBlend Specifies the distance over which the camera should blend from the scripted camera back to the gameplay camera. A value of `0.0` uses the game's default blending distance.
-- @param blendType An integer representing `eCamSplineSmoothingFlags` to determine the smoothness of the camera transition. Common values include `CAM_SPLINE_SLOW_IN_OUT_SMOOTH` among others, defining the easing of the blend.
function Global.RenderFirstPersonCam(bShouldApplyAcrossAllThreads, distanceToBlend, blendType)
	return fn(bShouldApplyAcrossAllThreads, distanceToBlend, blendType)
end
