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path: root/src/core/Cam.cpp
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#include "common.h"

#include "main.h"
#include "Draw.h"
#include "World.h"
#include "Vehicle.h"
#include "Automobile.h"
#include "Boat.h"
#include "Ped.h"
#include "PlayerPed.h"
#include "CopPed.h"
#include "RpAnimBlend.h"
#include "ControllerConfig.h"
#include "Pad.h"
#include "Frontend.h"
#include "General.h"
#include "Renderer.h"
#include "Shadows.h"
#include "Hud.h"
#include "ZoneCull.h"
#include "SurfaceTable.h"
#include "WaterLevel.h"
#include "MBlur.h"
#include "SceneEdit.h"
#include "Debug.h"
#include "Camera.h"
#include "DMAudio.h"
#include "Bike.h"
#include "Pickups.h"

bool PrintDebugCode = false;
int16 DebugCamMode;

extern float fRangePlayerRadius;
extern float fCloseNearClipLimit;

#ifdef FREE_CAM
bool CCamera::bFreeCam;
int nPreviousMode = -1;
#endif

//--MIAMI: done
void
CCam::Init(void)
{
	Mode = MODE_FOLLOWPED;
	Front = CVector(0.0f, 0.0f, -1.0f);
	Up = CVector(0.0f, 0.0f, 1.0f);
	Rotating = false;
	m_iDoCollisionChecksOnFrameNum = 1;
	m_iDoCollisionCheckEveryNumOfFrames = 9;
	m_iFrameNumWereAt = 0;
	m_bCollisionChecksOn = false;
	m_fRealGroundDist = 0.0f;
	BetaSpeed = 0.0f;
	AlphaSpeed = 0.0f;
	DistanceSpeed = 0.0f;
	f_max_role_angle = DEGTORAD(5.0f);
	Distance = 30.0f;
	DistanceSpeed = 0.0f;
	m_pLastCarEntered = nil;
	m_pLastPedLookedAt = nil;
	ResetStatics = true;
	Beta = 0.0f;
	m_fTilt = 0.0f;
	m_fTiltSpeed = 0.0f;
	m_bFixingBeta = false;
	CA_MIN_DISTANCE = 0.0f;
	CA_MAX_DISTANCE = 0.0f;
	LookingBehind = false;
	LookingLeft = false;
	LookingRight = false;
	m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
	m_fSyphonModeTargetZOffSet = 0.5f;
	m_fRadiusForDead = 1.5f;
	DirectionWasLooking = LOOKING_FORWARD;
	LookBehindCamWasInFront = false;
	f_Roll = 0.0f;
	f_rollSpeed = 0.0f;
	m_fCloseInPedHeightOffset = 0.0f;
	m_fCloseInPedHeightOffsetSpeed = 0.0f;
	m_fCloseInCarHeightOffset = 0.0f;
	m_fCloseInCarHeightOffsetSpeed = 0.0f;
	m_fPedBetweenCameraHeightOffset = 0.0f;
	m_fTargetBeta = 0.0f;
	m_fBufferedTargetBeta = 0.0f;
	m_fBufferedTargetOrientation = 0.0f;
	m_fBufferedTargetOrientationSpeed = 0.0f;
	m_fDimensionOfHighestNearCar = 0.0f;
}

float PLAYERPED_LEVEL_SMOOTHING_CONST_INV = 0.6f;
float PLAYERPED_TREND_SMOOTHING_CONST_INV = 0.8f;

//--MIAMI: done
void
CCam::Process(void)
{
	CVector CameraTarget;
	float TargetSpeedVar = 0.0f;
	float TargetOrientation = 0.0f;

	static CVector SmoothedPos(0.0f, 0.0f, 10000.0f);
	static CVector SmoothedSpeed(0.0f, 0.0f, 0.0f);

	if(CamTargetEntity == nil)
		CamTargetEntity = TheCamera.pTargetEntity;

	m_iFrameNumWereAt++;
	if(m_iFrameNumWereAt > m_iDoCollisionCheckEveryNumOfFrames)
		m_iFrameNumWereAt = 1;
	m_bCollisionChecksOn = m_iFrameNumWereAt == m_iDoCollisionChecksOnFrameNum;

	if(m_bCamLookingAtVector){
		CameraTarget = m_cvecCamFixedModeVector;
	}else if(CamTargetEntity->IsVehicle()){
		CameraTarget = CamTargetEntity->GetPosition();

		if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
			TargetOrientation = 0.0f;
		else
			TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);

		CVector Fwd(0.0f, 0.0f, 0.0f);
		Fwd.x = CamTargetEntity->GetForward().x;
		Fwd.y = CamTargetEntity->GetForward().y;
		Fwd.Normalise();
		float FwdLength = Fwd.Magnitude2D();
		if(FwdLength != 0.0f){
			Fwd.x /= FwdLength;
			Fwd.y /= FwdLength;
		}

		float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
		float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
		if(FwdSpeedX + FwdSpeedY > 0.0f)
			TargetSpeedVar = Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/0.9f, 1.0f);
		else
			TargetSpeedVar = -Min(Sqrt(SQR(FwdSpeedX) + SQR(FwdSpeedY))/1.8f, 0.5f);
		SpeedVar = 0.895f*SpeedVar + 0.105*TargetSpeedVar;
	}else{
		if(CamTargetEntity == FindPlayerPed()){
			// Some fancy smoothing of player position and speed
			float LevelSmoothing = 1.0f - Pow(PLAYERPED_LEVEL_SMOOTHING_CONST_INV, CTimer::GetTimeStep());
			float TrendSmoothing = 1.0f - Pow(PLAYERPED_TREND_SMOOTHING_CONST_INV, CTimer::GetTimeStep());

			CVector NewSmoothedPos, NewSmoothedSpeed;
			if((SmoothedPos - CamTargetEntity->GetPosition()).MagnitudeSqr() > SQR(3.0f) ||
			   CTimer::GetTimeStep() < 0.2f || Using3rdPersonMouseCam()){
				// Reset values
				NewSmoothedPos = CamTargetEntity->GetPosition();
				NewSmoothedSpeed = CVector(0.0f, 0.0f, 0.0f);
			}else{
				NewSmoothedPos = LevelSmoothing*CamTargetEntity->GetPosition() + (1.0f-LevelSmoothing)*(SmoothedPos + SmoothedSpeed*CTimer::GetTimeStep());
				NewSmoothedSpeed = TrendSmoothing*(NewSmoothedPos-SmoothedPos)/CTimer::GetTimeStep() + (1.0f-TrendSmoothing)*SmoothedSpeed;
			}
			   
			CameraTarget = NewSmoothedPos;
			SmoothedPos = NewSmoothedPos;
			SmoothedSpeed = NewSmoothedSpeed;
		}else
			CameraTarget = CamTargetEntity->GetPosition();

		if(CamTargetEntity->GetForward().x == 0.0f && CamTargetEntity->GetForward().y == 0.0f)
			TargetOrientation = 0.0f;
		else
			TargetOrientation = CGeneral::GetATanOfXY(CamTargetEntity->GetForward().x, CamTargetEntity->GetForward().y);
		TargetSpeedVar = 0.0f;
		SpeedVar = 0.0f;
	}

	switch(Mode){
	case MODE_TOPDOWN:
	case MODE_GTACLASSIC:
	//	Process_TopDown(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_BEHINDCAR:
		Process_BehindCar(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_FOLLOWPED:
		if(CCamera::m_bUseMouse3rdPerson)
			Process_FollowPedWithMouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		else
#ifdef FREE_CAM
			if(CCamera::bFreeCam)
				Process_FollowPed_Rotation(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
			else
#endif
			Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
//	case MODE_AIMING:
	case MODE_DEBUG:
		Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_SNIPER:
	case MODE_CAMERA:
		Process_Sniper(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_ROCKETLAUNCHER:
		Process_Rocket(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_MODELVIEW:
		Process_ModelView(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
//	case MODE_BILL:
	case MODE_SYPHON:
		Process_Syphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_CIRCLE:
//		Process_Circle(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
//	case MODE_CHEESYZOOM:
	case MODE_WHEELCAM:
		Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_FIXED:
		Process_Fixed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_1STPERSON:
		Process_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_FLYBY:
		Process_FlyBy(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_CAM_ON_A_STRING:
#ifdef FREE_CAM
		if(CCamera::bFreeCam)
			Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		else
#endif
			Process_Cam_On_A_String(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
//	case MODE_REACTION:
//	case MODE_FOLLOW_PED_WITH_BIND:
//	case MODE_CHRIS:
	case MODE_BEHINDBOAT:
#ifdef FREE_CAM
		if (CCamera::bFreeCam)
			Process_FollowCar_SA(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		else
#endif
			Process_BehindBoat(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_PLAYER_FALLEN_WATER:
		Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
//	case MODE_CAM_ON_TRAIN_ROOF:
//	case MODE_CAM_RUNNING_SIDE_TRAIN:
//	case MODE_BLOOD_ON_THE_TRACKS:
//	case MODE_IM_THE_PASSENGER_WOOWOO:
	case MODE_SYPHON_CRIM_IN_FRONT:
		Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_PED_DEAD_BABY:
		ProcessPedsDeadBaby();
		break;
//	case MODE_PILLOWS_PAPS:
//	case MODE_LOOK_AT_CARS:
	case MODE_ARRESTCAM_ONE:
		ProcessArrestCamOne();
		break;
	case MODE_ARRESTCAM_TWO:
		ProcessArrestCamTwo();
		break;
	case MODE_M16_1STPERSON:
	case MODE_HELICANNON_1STPERSON:
		Process_M16_1stPerson(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_SPECIAL_FIXED_FOR_SYPHON:
		Process_SpecialFixedForSyphon(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_FIGHT_CAM:
		Process_Fight_Cam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_LIGHTHOUSE:
		Process_LightHouse(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_TOP_DOWN_PED:
	//	Process_TopDownPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_SNIPER_RUNABOUT:
	case MODE_ROCKETLAUNCHER_RUNABOUT:
	case MODE_1STPERSON_RUNABOUT:
	case MODE_M16_1STPERSON_RUNABOUT:
	case MODE_FIGHT_CAM_RUNABOUT:
		Process_1rstPersonPedOnPC(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	case MODE_EDITOR:
		Process_Editor(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
		break;
	default:
		Source = CVector(0.0f, 0.0f, 0.0f);
		Front = CVector(0.0f, 1.0f, 0.0f);
		Up = CVector(0.0f, 0.0f, 1.0f);
	}

#ifdef FREE_CAM
	nPreviousMode = Mode;
#endif
	CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
	float DistOnGround = TargetToCam.Magnitude2D();
	m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
	m_fTrueAlpha = CGeneral::GetATanOfXY(DistOnGround, TargetToCam.z);
	if(TheCamera.m_uiTransitionState == 0)
		KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);

	// Look Behind, Left, Right
	LookingBehind = false;
	LookingLeft = false;
	LookingRight = false;
	SourceBeforeLookBehind = Source;
	if(&TheCamera.Cams[TheCamera.ActiveCam] == this){
		if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_1STPERSON || Mode == MODE_BEHINDBOAT || Mode == MODE_BEHINDCAR) &&
		   CamTargetEntity->IsVehicle()){
			bool bDisableLR = CamTargetEntity &&
				(((CVehicle*)CamTargetEntity)->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI || CamTargetEntity->GetModelIndex() == MI_RCBARON);
			if(CPad::GetPad(0)->GetLookBehindForCar()){
				LookBehind();
				if(DirectionWasLooking != LOOKING_BEHIND)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_BEHIND;
			}else if(bDisableLR){
				if(DirectionWasLooking != LOOKING_FORWARD)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_FORWARD;
			}else if(CPad::GetPad(0)->GetLookLeft()){
				LookLeft();
				if(DirectionWasLooking != LOOKING_LEFT)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_LEFT;
			}else if(CPad::GetPad(0)->GetLookRight()){
				LookRight();
				if(DirectionWasLooking != LOOKING_RIGHT)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_RIGHT;
			}else{
				if(DirectionWasLooking != LOOKING_FORWARD)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_FORWARD;
			}
		}
		if(Mode == MODE_FOLLOWPED && CamTargetEntity->IsPed()){
			if(CPad::GetPad(0)->GetLookBehindForPed()){
				LookBehind();
				if(DirectionWasLooking != LOOKING_BEHIND)
					TheCamera.m_bJust_Switched = true;
				DirectionWasLooking = LOOKING_BEHIND;
			}else
				DirectionWasLooking = LOOKING_FORWARD;
		}
	}

	if(Mode == MODE_SNIPER || Mode == MODE_ROCKETLAUNCHER || Mode == MODE_M16_1STPERSON ||
	   Mode == MODE_1STPERSON || Mode == MODE_HELICANNON_1STPERSON || Mode == MODE_CAMERA || GetWeaponFirstPersonOn())
		ClipIfPedInFrontOfPlayer();
}

// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms
// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms
void
WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle)
{
	float Delta = Target - *CurrentValue;

	if(IsAngle){
		while(Delta >= PI) Delta -= 2*PI;
		while(Delta < -PI) Delta += 2*PI;
	}

	float TargetSpeed = Delta * MaxSpeed;
	// Add or subtract absolute depending on sign, genius!
//	if(TargetSpeed - *CurrentSpeed > 0.0f)
//		*CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
//	else
//		*CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
	// this is simpler:
	*CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();

	// Clamp speed if we overshot
	if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed)
		*CurrentSpeed = TargetSpeed;
	else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed)
		*CurrentSpeed = TargetSpeed;

	*CurrentValue += *CurrentSpeed * Min(10.0f, CTimer::GetTimeStep());
}

void
MakeAngleLessThan180(float &Angle)
{
	while(Angle >= PI) Angle -= 2*PI;
	while(Angle < -PI) Angle += 2*PI;
}

void
CCam::ProcessSpecialHeightRoutines(void)
{
	int i = 0;
	bool StandingOnBoat = false;
	static bool PreviouslyFailedRoadHeightCheck = false;
	CVector CamToTarget, CamToPed;
	float DistOnGround, BetaAngle;
	CPed *Player;
	int ClosestPed = 0;
	bool FoundPed = false;
	float ClosestPedDist, PedZDist;
	CColPoint colPoint;

	CamToTarget = TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();
	DistOnGround = CamToTarget.Magnitude2D();
	BetaAngle = CGeneral::GetATanOfXY(CamToTarget.x, CamToTarget.y);
	m_bTheHeightFixerVehicleIsATrain = false;
	ClosestPedDist = 0.0f;
	// CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
	Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;

	if(DistOnGround > 10.0f)
		DistOnGround = 10.0f;

	if(CamTargetEntity && CamTargetEntity->IsPed()){
		if(FindPlayerPed()->m_pCurSurface && FindPlayerPed()->m_pCurSurface->IsVehicle() &&
		   ((CVehicle*)FindPlayerPed()->m_pCurSurface)->IsBoat())
			StandingOnBoat = true;

		// Move up the camera if there is a ped close to it
		if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM || Mode == MODE_PILLOWS_PAPS){
			// Find ped closest to camera
			while(i < Player->m_numNearPeds){
				if(Player->m_nearPeds[i] && Player->m_nearPeds[i]->GetPedState() != PED_DEAD){
					CamToPed = Player->m_nearPeds[i]->GetPosition() - TheCamera.GetGameCamPosition();
					if(FoundPed){
						if(CamToPed.Magnitude2D() < ClosestPedDist){
							ClosestPed = i;
							ClosestPedDist = CamToPed.Magnitude2D();
						}
					}else{
						FoundPed = true;
						ClosestPed = i;
						ClosestPedDist = CamToPed.Magnitude2D();
					}
				}
				i++;
			}

			if(FoundPed){
				float Offset = 0.0f;
				CPed *Ped = Player->m_nearPeds[ClosestPed];
				CamToPed = Ped->GetPosition() - TheCamera.GetGameCamPosition();
				PedZDist = 0.0f;
				float dist = CamToPed.Magnitude2D();	// should be same as ClosestPedDist
				if(dist < 2.1f){
					// Ped is close to camera, move up

					// Z Distance between player and close ped
					PedZDist = 0.0f;
					if(Ped->bIsStanding)
						PedZDist = Ped->GetPosition().z - Player->GetPosition().z;
					// Ignore if too distant
					if(PedZDist > 1.2f || PedZDist < -1.2f)
						PedZDist = 0.0f;

					float DistScale = (2.1f - dist)/2.1f;
					if(Mode == MODE_FOLLOWPED){
						if(TheCamera.PedZoomIndicator == CAM_ZOOM_1)
							Offset = 0.45*DistScale + PedZDist;
						if(TheCamera.PedZoomIndicator == CAM_ZOOM_2)
							Offset = 0.35*DistScale + PedZDist;
						if(TheCamera.PedZoomIndicator == CAM_ZOOM_3)
							Offset = 0.25*DistScale + PedZDist;
						if(Abs(CGeneral::GetRadianAngleBetweenPoints(CamToPed.x, CamToPed.y, CamToTarget.x, CamToTarget.y)) > HALFPI)
							Offset += 0.3f;
						m_fPedBetweenCameraHeightOffset = Offset + 1.3f;
						PedZDist = 0.0f;
					}else if(Mode == MODE_FIGHT_CAM)
						m_fPedBetweenCameraHeightOffset = PedZDist + 1.3f + 0.5f;
				}else
					m_fPedBetweenCameraHeightOffset = 0.0f;
			}else{
				PedZDist = 0.0f;
				m_fPedBetweenCameraHeightOffset = 0.0f;
			}
		}else
			PedZDist = 0.0f;


		// Move camera up for vehicles in the way
		if(m_bCollisionChecksOn && (Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM)){
			bool FoundCar = false;
			CEntity *vehicle = nil;
			float TestDist = DistOnGround + 1.25f;
			float HighestCar = 0.0f;
			CVector TestBase = CamTargetEntity->GetPosition();
			CVector TestPoint;
			TestBase.z -= 0.15f;

			TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
			if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
			   vehicle->IsVehicle()){
				float height = vehicle->GetColModel()->boundingBox.GetSize().z;
				FoundCar = true;
				HighestCar = height;
				if(((CVehicle*)vehicle)->IsTrain())
					m_bTheHeightFixerVehicleIsATrain = true;
			}

			TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle+DEGTORAD(28.0f)), Sin(BetaAngle+DEGTORAD(28.0f)), 0.0f);
			if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
			   vehicle->IsVehicle()){
				float height = vehicle->GetColModel()->boundingBox.GetSize().z;
				if(FoundCar){
					HighestCar = Max(HighestCar, height);
				}else{
					FoundCar = true;
					HighestCar = height;
				}
				if(((CVehicle*)vehicle)->IsTrain())
					m_bTheHeightFixerVehicleIsATrain = true;
			}

			TestPoint = TestBase - TestDist * CVector(Cos(BetaAngle-DEGTORAD(28.0f)), Sin(BetaAngle-DEGTORAD(28.0f)), 0.0f);
			if(CWorld::ProcessLineOfSight(CamTargetEntity->GetPosition(), TestPoint, colPoint, vehicle, false, true, false, false, false, false) &&
			   vehicle->IsVehicle()){
				float height = vehicle->GetColModel()->boundingBox.GetSize().z;
				if(FoundCar){
					HighestCar = Max(HighestCar, height);
				}else{
					FoundCar = true;
					HighestCar = height;
				}
				if(((CVehicle*)vehicle)->IsTrain())
					m_bTheHeightFixerVehicleIsATrain = true;
			}

			if(FoundCar){
				m_fDimensionOfHighestNearCar = HighestCar + 0.1f;
				if(Mode == MODE_FIGHT_CAM)
					m_fDimensionOfHighestNearCar += 0.75f;
			}else
				m_fDimensionOfHighestNearCar = 0.0f;
		}
	}

	if(StandingOnBoat){
		m_fDimensionOfHighestNearCar = 1.0f;
		m_fPedBetweenCameraHeightOffset = 0.0f;
	}
}

void
CCam::GetVectorsReadyForRW(void)
{
	CVector right;
	Up = CVector(0.0f, 0.0f, 1.0f);
	Front.Normalise();
	if(Front.x == 0.0f && Front.y == 0.0f){
		Front.x = 0.0001f;
		Front.y = 0.0001f;
	}
	right = CrossProduct(Front, Up);
	right.Normalise();
	Up = CrossProduct(right, Front);
}

void
CCam::LookBehind(void)
{
	float Dist, DeltaBeta, TargetOrientation, Angle;
	CVector TargetCoors, TargetFwd, TestCoors;
	CColPoint colPoint;
	CEntity *entity;

	TargetCoors = CamTargetEntity->GetPosition();
	Front = CamTargetEntity->GetPosition() - Source;

	if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
		LookingBehind = true;
		Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 15.5f;
		TargetFwd = CamTargetEntity->GetForward();
		TargetFwd.Normalise();
		TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
		DeltaBeta = TargetOrientation - Beta;
		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
		if(DirectionWasLooking != LOOKING_BEHIND)
			LookBehindCamWasInFront = DeltaBeta <= -HALFPI || DeltaBeta >= HALFPI;
		if(LookBehindCamWasInFront)
			TargetOrientation += PI;
		Source.x = Dist*Cos(TargetOrientation) + TargetCoors.x;
		Source.y = Dist*Sin(TargetOrientation) + TargetCoors.y;
		Source.z -= 1.0f;
		if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
			RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
			Source = colPoint.point;
		}
		Source.z += 1.0f;
		Front = CamTargetEntity->GetPosition() - Source;
		GetVectorsReadyForRW();
	}
	if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
		LookingBehind = true;
		RwCameraSetNearClipPlane(Scene.camera, 0.25f);
		Front = CamTargetEntity->GetForward();
		Front.Normalise();
		if(((CVehicle*)CamTargetEntity)->IsBoat())
			Source.z -= 0.5f;
		Source += 0.25f*Front;
		Front = -Front;
#ifdef FIX_BUGS
		// not sure if this is a bug...
		GetVectorsReadyForRW();
#endif
	}
	if(CamTargetEntity->IsPed()){
		Angle = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y) + PI;
		Source.x = 4.5f*Cos(Angle) + TargetCoors.x;
		Source.y = 4.5f*Sin(Angle) + TargetCoors.y;
		Source.z = 1.15f + TargetCoors.z;
		TestCoors = TargetCoors;
		TestCoors.z = Source.z;
		if(CWorld::ProcessLineOfSight(TestCoors, Source, colPoint, entity, true, true, false, true, false, true, true)){
			Source.x = colPoint.point.x;
			Source.y = colPoint.point.y;
			if((TargetCoors - Source).Magnitude2D() < 1.15f)
				RwCameraSetNearClipPlane(Scene.camera, 0.05f);
		}
		Front = TargetCoors - Source;
		GetVectorsReadyForRW();
	}
}

void
CCam::LookLeft(void)
{
	float Dist, TargetOrientation;
	CVector TargetCoors, TargetFwd;
	CColPoint colPoint;
	CEntity *entity;

	if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
		LookingLeft = true;
		TargetCoors = CamTargetEntity->GetPosition();
		Front = CamTargetEntity->GetPosition() - Source;
		Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
		TargetFwd = CamTargetEntity->GetForward();
		TargetFwd.Normalise();
		TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
		Source.x = Dist*Cos(TargetOrientation - HALFPI) + TargetCoors.x;
		Source.y = Dist*Sin(TargetOrientation - HALFPI) + TargetCoors.y;
		Source.z -= 1.0f;
		if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
			Source = colPoint.point;
		}
		Source.z += 1.0f;
		Front = CamTargetEntity->GetPosition() - Source;
		Front.z += 1.1f;
		if(Mode == MODE_BEHINDBOAT)
			Front.z += 1.2f;
		GetVectorsReadyForRW();
	}
	if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
		LookingLeft = true;
		RwCameraSetNearClipPlane(Scene.camera, 0.25f);
		if(((CVehicle*)CamTargetEntity)->IsBoat())
			Source.z -= 0.5f;

		Up = CamTargetEntity->GetUp();
		Up.Normalise();
		Front = CamTargetEntity->GetForward();
		Front.Normalise();
		Front = -CrossProduct(Front, Up);
		Front.Normalise();
#ifdef FIX_BUGS
		// not sure if this is a bug...
		GetVectorsReadyForRW();
#endif
	}
}

void
CCam::LookRight(void)
{
	float Dist, TargetOrientation;
	CVector TargetCoors, TargetFwd;
	CColPoint colPoint;
	CEntity *entity;

	if((Mode == MODE_CAM_ON_A_STRING || Mode == MODE_BEHINDBOAT) && CamTargetEntity->IsVehicle()){
		LookingRight = true;
		TargetCoors = CamTargetEntity->GetPosition();
		Front = CamTargetEntity->GetPosition() - Source;
		Dist = Mode == MODE_CAM_ON_A_STRING ? CA_MAX_DISTANCE : 9.0f;
		TargetFwd = CamTargetEntity->GetForward();
		TargetFwd.Normalise();
		TargetOrientation = CGeneral::GetATanOfXY(TargetFwd.x, TargetFwd.y);
		Source.x = Dist*Cos(TargetOrientation + HALFPI) + TargetCoors.x;
		Source.y = Dist*Sin(TargetOrientation + HALFPI) + TargetCoors.y;
		Source.z -= 1.0f;
		if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
			Source = colPoint.point;
		}
		Source.z += 1.0f;
		Front = CamTargetEntity->GetPosition() - Source;
		Front.z += 1.1f;
		if(Mode == MODE_BEHINDBOAT)
			Front.z += 1.2f;
		GetVectorsReadyForRW();
	}
	if(Mode == MODE_1STPERSON && CamTargetEntity->IsVehicle()){
		LookingRight = true;
		RwCameraSetNearClipPlane(Scene.camera, 0.25f);
		if(((CVehicle*)CamTargetEntity)->IsBoat())
			Source.z -= 0.5f;

		Up = CamTargetEntity->GetUp();
		Up.Normalise();
		Front = CamTargetEntity->GetForward();
		Front.Normalise();
		Front = CrossProduct(Front, Up);
		Front.Normalise();
#ifdef FIX_BUGS
		// not sure if this is a bug...
		GetVectorsReadyForRW();
#endif
	}
}

void
CCam::ClipIfPedInFrontOfPlayer(void)
{
	float FwdAngle, PedAngle, DeltaAngle, fDist, Near;
	CVector vDist;
	CPed *Player;
	bool found = false;
	int ped = 0;

	// unused: TheCamera.pTargetEntity->GetPosition() - TheCamera.GetGameCamPosition();

	FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
	Player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
	while(ped < Player->m_numNearPeds && !found)
		if(Player->m_nearPeds[ped] && Player->m_nearPeds[ped]->GetPedState() != PED_DEAD)
			found = true;
		else
			ped++;
	if(found){
		vDist = Player->m_nearPeds[ped]->GetPosition() - TheCamera.GetGameCamPosition();
		PedAngle = CGeneral::GetATanOfXY(vDist.x, vDist.y);
		DeltaAngle = FwdAngle - PedAngle;
		while(DeltaAngle >= PI) DeltaAngle -= 2*PI;
		while(DeltaAngle < -PI) DeltaAngle += 2*PI;
		if(Abs(DeltaAngle) < HALFPI){
			fDist = Sqrt(SQR(vDist.x) + SQR(vDist.y));
			if(fDist < 1.25f){
				Near = DEFAULT_NEAR - (1.25f - fDist);
				if(Near < 0.05f)
					Near = 0.05f;
				RwCameraSetNearClipPlane(Scene.camera, Near);
			}
		}
	}
}

void
CCam::KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov)
{
	static CVector PreviousSource = source;
	static CVector PreviousTarget = target;
	static CVector PreviousUp = up;
	static float PreviousBeta = beta;
	static float PreviousAlpha = alpha;
	static float PreviousFov = fov;

	if(TheCamera.m_bJust_Switched){
		PreviousSource = source;
		PreviousTarget = target;
		PreviousUp = up;
	}

	m_cvecSourceSpeedOverOneFrame = PreviousSource - source;
	m_cvecTargetSpeedOverOneFrame = PreviousTarget - target;
	m_cvecUpOverOneFrame = PreviousUp - up;
	m_fFovSpeedOverOneFrame = fov - PreviousFov;
	m_fBetaSpeedOverOneFrame = beta - PreviousBeta;
	MakeAngleLessThan180(m_fBetaSpeedOverOneFrame);
	m_fAlphaSpeedOverOneFrame = alpha - PreviousAlpha;
	MakeAngleLessThan180(m_fAlphaSpeedOverOneFrame);

	PreviousSource = source;
	PreviousTarget = target;
	PreviousUp = up;
	PreviousBeta = beta;
	PreviousAlpha = alpha;
	PreviousFov = fov;
}

bool
CCam::Using3rdPersonMouseCam(void) 
{
	return CCamera::m_bUseMouse3rdPerson &&
		(Mode == MODE_FOLLOWPED ||
			TheCamera.m_bPlayerIsInGarage &&
			FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING &&
			Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed());
}

bool
CCam::GetWeaponFirstPersonOn(void)
{
	CEntity *target = this->CamTargetEntity;
	if (target && target->IsPed())
		return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
	
	return false;
}

bool
CCam::IsTargetInWater(const CVector &CamCoors)
{
	if(CamTargetEntity == nil)
		return false;
	if(CamTargetEntity->IsPed()){
		if(!((CPed*)CamTargetEntity)->bIsInWater)
			return false;
		if(!((CPed*)CamTargetEntity)->bIsStanding)
			return true;
		return false;
	}
	return ((CPhysical*)CamTargetEntity)->bIsInWater;
}

void
CCam::PrintMode(void)
{
	// Doesn't do anything
	char buf[256];

	if(PrintDebugCode){
		sprintf(buf, "                                                   ");
		sprintf(buf, "                                                   ");
		sprintf(buf, "                                                   ");

		static Const char *modes[] = { "None",
			"Top Down", "GTA Classic", "Behind Car", "Follow Ped",
			"Aiming", "Debug", "Sniper", "Rocket", "Model Viewer", "Bill",
			"Syphon", "Circle", "Cheesy Zoom", "Wheel", "Fixed",
			"1st Person", "Fly by", "on a String", "Reaction",
			"Follow Ped with Bind", "Chris", "Behind Boat",
			"Player fallen in Water", "Train Roof", "Train Side",
			"Blood on the tracks", "Passenger", "Syphon Crim in Front",
			"Dead Baby", "Pillow Paps", "Look at Cars", "Arrest One",
			"Arrest Two", "M16", "Special fixed for Syphon", "Fight",
			"Top Down Ped", "Lighthouse",
			"Sniper run about", "Rocket run about",
			"1st Person run about", "M16 run about", "Fight run about",
			"Editor", "Helicannon", "Camera"
		};
		sprintf(buf, "Cam: %s", modes[TheCamera.Cams[TheCamera.ActiveCam].Mode]);
		CDebug::PrintAt(buf, 2, 5);
	}

	if(DebugCamMode != MODE_NONE){
		switch(Mode){
		case MODE_FOLLOWPED:
			sprintf(buf, "Debug:- Cam Choice1. No Locking, used as game default");
			break;
		case MODE_REACTION:
			sprintf(buf, "Debug:- Cam Choice2. Reaction Cam On A String ");
			sprintf(buf, "        Uses Locking Button LeftShoulder 1. ");	// lie
			break;
		case MODE_FOLLOW_PED_WITH_BIND:
			sprintf(buf, "Debug:- Cam Choice3. Game ReactionCam with Locking ");
			sprintf(buf, "        Uses Locking Button LeftShoulder 1. ");
			break;
		case MODE_CHRIS:
			sprintf(buf, "Debug:- Cam Choice4. Chris's idea.  ");
			sprintf(buf, "        Uses Locking Button LeftShoulder 1. ");
			sprintf(buf, "        Also control the camera using the right analogue stick.");
			break;
		}
	}
}

// This code is really bad. wtf R*?
CVector
CCam::DoAverageOnVector(const CVector &vec)
{
	int i;
	CVector Average = { 0.0f, 0.0f, 0.0f };

	if(ResetStatics){
		m_iRunningVectorArrayPos = 0;
		m_iRunningVectorCounter = 1;
	}

	// TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2
	if(m_iRunningVectorCounter == 3){
		m_arrPreviousVectors[0] = m_arrPreviousVectors[1];
		m_arrPreviousVectors[1] = vec;
	}else
		m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec;

	for(i = 0; i <= m_iRunningVectorArrayPos; i++)
		Average += m_arrPreviousVectors[i];
	Average /= i;

	m_iRunningVectorArrayPos++;
	m_iRunningVectorCounter++;
	if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE)
		m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1;
	if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1)
		m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1;

	return Average;
}

// Rotate Beta in direction opposite of BetaOffset in 5 deg. steps.
// Return the first angle for which Beta + BetaOffset + Angle has a clear view.
// i.e. BetaOffset is a safe zone so that Beta + Angle is really clear.
// If BetaOffset == 0, try both directions.
float
CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
{
	CColPoint point;
	CEntity *ent = nil;
	CVector ToSource;
	float a;

	// This would be so much nicer if we just got the step variable before the loop...R*

	for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){
		if(BetaOffset <= 0.0f){
			ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist;
			if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
						point, ent, checkBuildings, checkVehicles, checkPeds,
						checkObjects, checkDummies, true, true))
				return a;
		}
		if(BetaOffset >= 0.0f){
			ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist;
			if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
						point, ent, checkBuildings, checkVehicles, checkPeds,
						checkObjects, checkDummies, true, true))
				return -a;
		}
	}
	return 0.0f;
}

float DefaultAcceleration = 0.045f;
float DefaultMaxStep = 0.15f;
float fDefaultSpeedStep = 0.025f;
float fDefaultSpeedMultiplier = 0.09f;
float fDefaultSpeedLimit = 0.15f;
float fDefaultSpeedStep4Avoid = 0.02f;
float fDefaultSpeedMultiplier4Avoid = 0.05f;
float fDefaultSpeedLimit4Avoid = 0.25f;
float fAvoidGeomThreshhold = 1.5f;
float fMiniGunBetaOffset = 0.3f;

void
CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	CVector TargetCoors, Dist, IdealSource;
	float Length = 0.0f;
	static bool PickedASide;
	static float FixedTargetOrientation = 0.0f;
	float AngleToGoTo = 0.0f;
	bool StandingInTrain = false;
	float ZoomGroundTarget = 0.0f;
	float ZoomZTarget = 0.0f;
	static int TimeIndicatedWantedToGoDown = 0;
	static bool StartedCountingForGoDown = false;
	static float ZoomGround = 0.0f;
	static float ZoomGroundSpeed = 0.0f;
	static float ZoomZ = 0.0f;
	static float ZoomZSpeed = 0.0f;
	float DeltaBeta;

	m_bFixingBeta = false;
	bBelowMinDist = false;
	bBehindPlayerDesired = false;

	FOV = DefaultFOV;

	if(ResetStatics){
		Rotating = false;
		m_bCollisionChecksOn = true;
		FixedTargetOrientation = 0.0f;
		PickedASide = false;
		StartedCountingForGoDown = false;
		AngleToGoTo = 0.0f;
		ZoomGround = 0.0f;
		ZoomGroundSpeed = 0.0f;
		ZoomZ = 0.0f;
		ZoomZSpeed = 0.0f;
		Distance = 500.0f;
	}


	TargetCoors = CameraTarget;

	// Take speed of thing we're standing on into account
	CVector GroundMovement(0.0f, 0.0f, 0.0f);
	CPhysical *ground = (CPhysical*)((CPed*)CamTargetEntity)->m_pCurSurface;
	if(ground && (ground->IsVehicle() || ground->IsObject()))
		GroundMovement += ground->GetSpeed(CamTargetEntity->GetPosition() - ground->GetPosition()) * CTimer::GetTimeStep();

	Source += GroundMovement;
	IdealSource = Source;
	TargetCoors.z += m_fSyphonModeTargetZOffSet;

	TargetCoors.z = DoAverageOnVector(TargetCoors).z;

	Dist.x = IdealSource.x - TargetCoors.x;
	Dist.y = IdealSource.y - TargetCoors.y;
	Length = Dist.Magnitude2D();

	// Cam on a string. With a fixed distance. Zoom in/out is done later.
	if(Length != 0.0f){
		IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * m_fMinRealGroundDist;
		IdealSource.z += GroundMovement.z;
	}else
		IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f);

	if(TheCamera.m_bUseTransitionBeta && ResetStatics){
		CVector VecDistance;
		IdealSource.x = TargetCoors.x + m_fMinRealGroundDist*Cos(m_fTransitionBeta);
		IdealSource.y = TargetCoors.y + m_fMinRealGroundDist*Sin(m_fTransitionBeta);
		Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y);
	}else
		Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);

	if(TheCamera.m_bCamDirectlyBehind){
		 m_bCollisionChecksOn = true;
		 Beta = TargetOrientation + PI;
	}

	if(FindPlayerVehicle())
		if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN)
			StandingInTrain = true;

	if(TheCamera.m_bCamDirectlyInFront){
		 m_bCollisionChecksOn = true;
		 Beta = TargetOrientation;
	}

	while(Beta >= PI) Beta -= 2.0f * PI;
	while(Beta < -PI) Beta += 2.0f * PI;

	if(TheCamera.PedZoomIndicator == CAM_ZOOM_1 &&
	   ((CPed*)CamTargetEntity)->GetPedState() != PED_ENTER_CAR &&
	   ((CPed*)CamTargetEntity)->GetPedState() != PED_CARJACK){
		ZoomGroundTarget = m_fTargetZoomGroundOne;
		ZoomZTarget = m_fTargetZoomOneZExtra;
	}else if(TheCamera.PedZoomIndicator == CAM_ZOOM_2 || TheCamera.PedZoomIndicator == CAM_ZOOM_1){
		ZoomGroundTarget = m_fTargetZoomGroundTwo;
		ZoomZTarget = m_fTargetZoomTwoZExtra;
	}else if(TheCamera.PedZoomIndicator == CAM_ZOOM_3){
		ZoomGroundTarget = m_fTargetZoomGroundThree;
		ZoomZTarget = m_fTargetZoomThreeZExtra;
	}
	if(m_fCloseInPedHeightOffset >  0.00001f){
		ZoomGroundTarget = m_fTargetCloseInDist;
		ZoomZTarget = m_fTargetZoomZCloseIn;
	}
	if(ResetStatics){
		ZoomGround = ZoomGroundTarget;
		ZoomZ = ZoomZTarget;
	}

	float SpeedStep = fDefaultSpeedStep;
	float SpeedMultiplier = fDefaultSpeedMultiplier;
	float SpeedLimit = fDefaultSpeedLimit;
	bool Shooting = false;
	CPed *ped = (CPed*)CamTargetEntity;
	if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
		if(CPad::GetPad(0)->GetWeapon())
			Shooting = true;
	if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
	   ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
		Shooting = false;


	// Figure out if and where we want to rotate

	if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !CPickups::PlayerOnWeaponPickup || Shooting){

		// Center cam behind player

		if(PickedASide){
			if(AngleToGoTo == 0.0f){
				FixedTargetOrientation = TargetOrientation + PI;
				if(Shooting && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
					FixedTargetOrientation -= fMiniGunBetaOffset;
			}
			Rotating = true;
		}else{
			FixedTargetOrientation = TargetOrientation + PI;
			Rotating = true;
			PickedASide = true;
			if(Shooting && ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_MINIGUN)
				FixedTargetOrientation -= fMiniGunBetaOffset;
		}
	}else if(Abs(TheCamera.m_fAvoidTheGeometryProbsTimer) > fAvoidGeomThreshhold && !Rotating ){

		if(TheCamera.m_fAvoidTheGeometryProbsTimer < 0.0f)
			FixedTargetOrientation = TargetOrientation;
		else
			FixedTargetOrientation = TargetOrientation + PI;
		float dist = (Source - TargetCoors).Magnitude();
		float mult = dist > 0.1f ? 1.0f/dist : 10.0f;
		SpeedStep = mult * fDefaultSpeedStep4Avoid;
		SpeedMultiplier = mult * fDefaultSpeedMultiplier4Avoid;
		SpeedLimit = mult * fDefaultSpeedLimit4Avoid;
	}

	int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState;
	if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL &&
	   !(CPad::GetPad(0)->ForceCameraBehindPlayer() && !CPickups::PlayerOnWeaponPickup) && !Shooting){
		Rotating = false;
		if(TheCamera.m_fAvoidTheGeometryProbsTimer <= fAvoidGeomThreshhold)
			BetaSpeed = 0.0f;
	}

	// Now do the Beta rotation

	float RotDistance = m_fMinRealGroundDist;

	if(Rotating || TheCamera.m_fAvoidTheGeometryProbsTimer > fAvoidGeomThreshhold){
		m_bFixingBeta = true;

		while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI;
		while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI;

		while(Beta >= PI) Beta -= 2*PI;
		while(Beta < -PI) Beta += 2*PI;


		// This is inlined WellBufferMe - unfortunately modified so we can't just call it
		{
		DeltaBeta = FixedTargetOrientation - Beta;
		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
		while(DeltaBeta < -PI) DeltaBeta += 2*PI;

		// this is the added bit
		if(!Rotating){
			if(TheCamera.m_nAvoidTheGeometryProbsDirn == -1 && DeltaBeta > 0.0f ||
			   TheCamera.m_nAvoidTheGeometryProbsDirn == 1 && DeltaBeta < 0.0f)
				DeltaBeta *= -1.0f;
		}

		float ReqSpeed = DeltaBeta * SpeedMultiplier;
		// this is also added
		ReqSpeed = clamp(ReqSpeed, -SpeedLimit, SpeedLimit);

		// Add or subtract absolute depending on sign, genius!
		if(ReqSpeed - BetaSpeed > 0.0f)
			BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
		else
			BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
		// this would be simpler:
		// BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep;

		if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed)
			BetaSpeed = ReqSpeed;
		else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed)
			BetaSpeed = ReqSpeed;

		Beta += BetaSpeed * Min(10.0f, CTimer::GetTimeStep());
		}

		if(ResetStatics){
			Beta = FixedTargetOrientation;
			BetaSpeed = 0.0f;
		}

		Source.x = TargetCoors.x + RotDistance * Cos(Beta);
		Source.y = TargetCoors.y + RotDistance * Sin(Beta);

		// Check if we can stop rotating
		DeltaBeta = FixedTargetOrientation - Beta;
		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
		if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
			// Stop rotation
			PickedASide = false;
			Rotating = false;
			BetaSpeed = 0.0f;
		}
	}


	if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront ||
	   StandingInTrain || Rotating ||
	   TheCamera.m_bUseTransitionBeta && ResetStatics ||
	   Abs(TheCamera.m_fAvoidTheGeometryProbsTimer) > fAvoidGeomThreshhold){
		if(TheCamera.m_bUseTransitionBeta){
			Beta = m_fTransitionBeta;
			Source.x = TargetCoors.x + RotDistance * Cos(m_fTransitionBeta);
			Source.y = TargetCoors.y + RotDistance * Sin(m_fTransitionBeta);
		}
		if(TheCamera.m_bCamDirectlyBehind){
			Beta = TargetOrientation + PI;
			Source.x = TargetCoors.x + RotDistance * Cos(Beta);
			Source.y = TargetCoors.y + RotDistance * Sin(Beta);
		}
		if(TheCamera.m_bCamDirectlyInFront){
			Beta = TargetOrientation;
			Source.x = TargetCoors.x + RotDistance * Cos(Beta);
			Source.y = TargetCoors.y + RotDistance * Sin(Beta);
		}
		if(StandingInTrain){
			Beta = TargetOrientation + PI;
			Source.x = TargetCoors.x + RotDistance * Cos(Beta);
			Source.y = TargetCoors.y + RotDistance * Sin(Beta);
			m_fDimensionOfHighestNearCar = 0.0f;
			m_fCamBufferedHeight = 0.0f;
			m_fCamBufferedHeightSpeed = 0.0f;
		}
		if(StandingInTrain){
			Beta = TargetOrientation + PI;
			Source.x = TargetCoors.x + RotDistance * Cos(Beta);
			Source.y = TargetCoors.y + RotDistance * Sin(Beta);
			m_fDimensionOfHighestNearCar = 0.0f;
			m_fCamBufferedHeight = 0.0f;
			m_fCamBufferedHeightSpeed = 0.0f;
		}

		// Beta and Source already set in the rotation code
	}else{
		Source = IdealSource;
		BetaSpeed = 0.0f;
	}
	Source.z = IdealSource.z;

	// Zoom out camera
	Front = TargetCoors - Source;
	Front.Normalise();
	WellBufferMe(ZoomGroundTarget, &ZoomGround, &ZoomGroundSpeed, 0.2f, 0.07f, false);
	WellBufferMe(ZoomZTarget, &ZoomZ, &ZoomZSpeed, 0.2f, 0.07f, false);
	Source.x -= Front.x*ZoomGround;
	Source.y -= Front.y*ZoomGround;
	Source.z += ZoomZ;


	// Process height offset to avoid peds and cars

	float TargetZOffSet = Max(m_fDimensionOfHighestNearCar, m_fPedBetweenCameraHeightOffset);
	float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z;

	if(TargetHeight > m_fCamBufferedHeight){
		// Have to go up
		if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight)
			WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false);
		else
			WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false);
		StartedCountingForGoDown = false;
	}else{
		// Have to go down
		if(StartedCountingForGoDown){
			if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){
				if(TargetHeight > 0.0f)
					WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
				else
					WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false);
			}
		}else{
			StartedCountingForGoDown = true;
			TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds();
		}
	}

	Source.z += m_fCamBufferedHeight;
	TargetCoors.z += Min(1.0f, m_fCamBufferedHeight/2.0f);
	m_cvecTargetCoorsForFudgeInter = TargetCoors;

	CVector OrigSource = Source;
	TheCamera.AvoidTheGeometry(OrigSource, TargetCoors, Source, FOV);
	float TargetDist = (TargetCoors - Source).Magnitude();
	if(TargetDist < Distance)
		Distance = TargetDist;
	else{
		float f = Pow(0.97f, CTimer::GetTimeStep());
		Distance = (1.0f - f)*TargetDist + f*Distance;
		if(TargetDist > 0.05f)
			Source = TargetCoors + (Source-TargetCoors)*Distance/TargetDist;
		float clip = Distance-fRangePlayerRadius;
		if(clip < RwCameraGetNearClipPlane(Scene.camera))
			RwCameraSetNearClipPlane(Scene.camera, Max(clip, fCloseNearClipLimit));
	}

	Front = TargetCoors - Source;
	m_fRealGroundDist = Front.Magnitude2D();
	m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;	
	Front.Normalise();
	GetVectorsReadyForRW();
	TheCamera.m_bCamDirectlyBehind = false;
	TheCamera.m_bCamDirectlyInFront = false;

	ResetStatics = false;
}

float fBaseDist = 1.7f;
float fAngleDist = 2.0f;
float fFalloff = 3.0f;
float fStickSens = 0.01f;
float fTweakFOV = 1.1f;
float fTranslateCamUp = 0.8f;
int16 nFadeControlThreshhold = 45;
float fDefaultAlphaOrient = -0.22f;
float fMouseAvoidGeomReturnRate = 0.92f;

void
CCam::Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	FOV = DefaultFOV;

	if(!CamTargetEntity->IsPed())
		return;

	CVector TargetCoors;
	float CamDist;
	CColPoint colPoint;
	CEntity *entity;

	if(ResetStatics){
		Rotating = false;
		m_bCollisionChecksOn = true;
		CPad::GetPad(0)->ClearMouseHistory();
		ResetStatics = false;
	}

	bool OnTrain = FindPlayerVehicle() && FindPlayerVehicle()->IsTrain();

	TargetCoors = CameraTarget;
	TargetCoors.z += fTranslateCamUp;

	float AlphaOffset, BetaOffset;
	if(CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
		CVector ToCam = Source - TargetCoors;
		ToCam.Normalise();
		if(ToCam.z < -0.9f)
			BetaOffset = TargetOrientation + PI;
		else
			BetaOffset = Atan2(ToCam.y, ToCam.x);
		BetaOffset -= Beta;
		AlphaOffset = 0.0f;
	}else{
		// Look around
		bool UseMouse = false;
		float MouseX = CPad::GetPad(0)->GetMouseX();
		float MouseY = CPad::GetPad(0)->GetMouseY();
		float LookLeftRight, LookUpDown;
		if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
			UseMouse = true;
			LookLeftRight = -2.5f*MouseX;
			LookUpDown = 4.0f*MouseY;
		}else{
			LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
			LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
		}
		if(UseMouse){
			BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
			AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
		}else{
			BetaOffset = LookLeftRight * fStickSens * (1.0f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
			AlphaOffset = LookUpDown * fStickSens * (0.6f/14.0f) * FOV/80.0f * CTimer::GetTimeStep();
		}
	}

	if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue ||
	   CDraw::FadeValue > 200 ||
	   CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
		if(Alpha < fDefaultAlphaOrient-0.05f)
			AlphaOffset = 0.05f;
		else if(Alpha < fDefaultAlphaOrient)
			AlphaOffset = fDefaultAlphaOrient - Alpha;
		else if(Alpha > fDefaultAlphaOrient+0.05f)
			AlphaOffset = -0.05f;
		else if(Alpha > fDefaultAlphaOrient)
			AlphaOffset = fDefaultAlphaOrient - Alpha;
		else
			AlphaOffset = 0.0f;
	}

	Alpha += AlphaOffset;
	Beta += BetaOffset;
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;
	if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
	else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

	// SA code
#ifdef FREE_CAM
	if((CCamera::bFreeCam && Alpha > 0.0f) || (!CCamera::bFreeCam && Alpha > fBaseDist))
#else
	if(Alpha > fBaseDist)	// comparing an angle against a distance?
#endif
		CamDist = fBaseDist + Cos(Min(Alpha*fFalloff, HALFPI))*fAngleDist;
	else
		CamDist = fBaseDist + Cos(Alpha)*fAngleDist;

	if(TheCamera.m_bUseTransitionBeta)
		Beta = m_fTransitionBeta;

	if(TheCamera.m_bCamDirectlyBehind)
		Beta = TheCamera.m_PedOrientForBehindOrInFront + PI;
	if(TheCamera.m_bCamDirectlyInFront)
		Beta = TheCamera.m_PedOrientForBehindOrInFront;
	if(OnTrain)
		Beta = TargetOrientation;

	Front.x = Cos(Alpha) * -Cos(Beta);
	Front.y = Cos(Alpha) * -Sin(Beta);
	Front.z = Sin(Alpha);
	Source = TargetCoors - Front*CamDist;
	m_cvecTargetCoorsForFudgeInter = TargetCoors;

	// Clip Source and fix near clip
	CWorld::pIgnoreEntity = CamTargetEntity;
	entity = nil;
	if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
		float PedColDist = (TargetCoors - colPoint.point).Magnitude();
		float ColCamDist = CamDist - PedColDist;
		if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
			// Ped in the way but not clipping through
			if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
				PedColDist = (TargetCoors - colPoint.point).Magnitude();
				Source = colPoint.point;
				if(PedColDist < DEFAULT_NEAR + 0.3f)
					RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
			}else{
				RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
			}
		}else{
			Source = colPoint.point;
			if(PedColDist < DEFAULT_NEAR + 0.3f)
				RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
		}
	}
	CWorld::pIgnoreEntity = nil;

	float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
	float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * fTweakFOV;
	float Near = RwCameraGetNearClipPlane(Scene.camera);
	float radius = ViewPlaneWidth*Near;
	entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
	int i = 0;
	while(entity){
		CVector CamToCol = gaTempSphereColPoints[0].point - Source;
		float frontDist = DotProduct(CamToCol, Front);
		float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;

		// Try to decrease near clip
		dist = Max(Min(Near, dist), 0.1f);
		if(dist < Near)
			RwCameraSetNearClipPlane(Scene.camera, dist);

		// Move forward a bit
		if(dist == 0.1f)
			Source += (TargetCoors - Source)*0.3f;

		Near = RwCameraGetNearClipPlane(Scene.camera);
#ifndef FIX_BUGS
		// this is wrong...DEGTORAD missing
		radius = Tan(FOV / 2.0f) * CDraw::CalculateAspectRatio() * fTweakFOV * Near;
#else
		radius = ViewPlaneWidth*Near;
#endif
		// Keep testing
		entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);

		i++;
		if(i > 5)
			entity = nil;
	}

	float TargetDist = (TargetCoors - Source).Magnitude();
	if(TargetDist < Distance)
		Distance = TargetDist;
	else{
		float f = Pow(fMouseAvoidGeomReturnRate, CTimer::GetTimeStep());
		Distance = (1.0f - f)*TargetDist + f*Distance;
		if(TargetDist > 0.05f)
			Source = TargetCoors + (Source-TargetCoors)*Distance/TargetDist;
		float clip = Distance-fRangePlayerRadius;
		if(clip < RwCameraGetNearClipPlane(Scene.camera))
			RwCameraSetNearClipPlane(Scene.camera, Max(clip, fCloseNearClipLimit));
	}

	TheCamera.m_bCamDirectlyInFront = false;
	TheCamera.m_bCamDirectlyBehind = false;

	GetVectorsReadyForRW();

	if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 &&
	   (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100) &&
	   !CPad::GetPad(0)->IsPlayerControlsDisabledBy(PLAYERCONTROL_DISABLED_20)){
		float Heading = Front.Heading();
		((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
		TheCamera.pTargetEntity->SetHeading(Heading);
		TheCamera.pTargetEntity->GetMatrix().UpdateRW();
	}
}

//--MIAMI: done
void
CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	FOV = DefaultFOV;

	if(!CamTargetEntity->IsVehicle())
		return;

	CVector TargetCoors = CameraTarget;
	TargetCoors.z -= 0.2f;
	CA_MAX_DISTANCE = 9.95f;
	CA_MIN_DISTANCE = 8.5f;

	CVector Dist = Source - TargetCoors;
	float Length = Dist.Magnitude2D();
	m_fDistanceBeforeChanges = Length;
	if(Length < 0.002f)
		Length = 0.002f;
	Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
	if(Length > CA_MAX_DISTANCE){
		Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
		Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
	}else if(Length < CA_MIN_DISTANCE){
		Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
		Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
	}
	TargetCoors.z += 0.8f;

	Alpha = DEGTORAD(25.0f);
	Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);

	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	CVector OrigSource = Source;
	TheCamera.AvoidTheGeometry(OrigSource, m_cvecTargetCoorsForFudgeInter, Source, FOV);

	Front = TargetCoors - Source;
	ResetStatics = false;
	GetVectorsReadyForRW();
}

float ZmOneAlphaOffset[] = { -0.01f, 0.1f, 0.125f, -0.1f, -0.06f };
float ZmTwoAlphaOffset[] = { 0.045f, 0.12f, 0.045f, 0.045f, -0.035f };
float ZmThreeAlphaOffset[] = { 0.005f, 0.005f, 0.15f, 0.005f, 0.12f };
float INIT_RC_HELI_HORI_EXTRA = 6.0f;
float INIT_RC_PLANE_HORI_EXTRA = 9.5f;
float INIT_RC_HELI_ALPHA_EXTRA = 0.2f;
float INIT_RC_PLANE_ALPHA_EXTRA = 0.295f;

//--MIAMI: done
void
CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
{
	if(!CamTargetEntity->IsVehicle())
		return;

	static float AlphaOffset = 0.0;
	static float AlphaOffsetSpeed = 0.0;
	static float AlphaDec = 0.0f;

	bool isHeli = false;
	bool isBike = false;
	int appearance = ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();
	if(appearance == VEHICLE_APPEARANCE_BIKE)
		isBike = true;
	if(appearance == VEHICLE_APPEARANCE_HELI)
		isHeli = true;
	int index = 0;
	TheCamera.GetArrPosForVehicleType(appearance, index);

	float ExtraOffset = 0.0f;
	int id = CamTargetEntity->GetModelIndex();
	if(id == MI_RCRAIDER || id == MI_RCGOBLIN)
		ExtraOffset = INIT_RC_HELI_ALPHA_EXTRA;
	else if(id == MI_RCBARON)
		ExtraOffset = INIT_RC_PLANE_ALPHA_EXTRA;

	if(ResetStatics){
		AlphaOffset = 0.0f;
		AlphaOffsetSpeed = 0.0f;
		AlphaDec = 0.0f;

		if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
			AlphaOffset = ZmOneAlphaOffset[index] + ExtraOffset;
		else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
			AlphaOffset = ZmTwoAlphaOffset[index] + ExtraOffset;
		else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
			AlphaOffset = ZmThreeAlphaOffset[index] + ExtraOffset;
	}

	if(TheCamera.CarZoomIndicator == CAM_ZOOM_1)
		WellBufferMe(ZmOneAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);
	else if(TheCamera.CarZoomIndicator == CAM_ZOOM_2)
		WellBufferMe(ZmTwoAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);
	else if(TheCamera.CarZoomIndicator == CAM_ZOOM_3)
		WellBufferMe(ZmThreeAlphaOffset[index] + ExtraOffset, &AlphaOffset, &AlphaOffsetSpeed, 0.17f, 0.08f, false);

	float Length = (Source - TargetCoors).Magnitude2D();

	CVector Forward = CamTargetEntity->GetForward();
	float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z);
	// this shouldn't be necessary....
	while(CarAlpha >= PI) CarAlpha -= 2*PI;
	while(CarAlpha < -PI) CarAlpha += 2*PI;

	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;

	float DeltaBeta = Beta - TargetOrientation;
	while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
	while(DeltaBeta < -PI) DeltaBeta += 2*PI;

	float BehindCarNess = Cos(DeltaBeta);	// 1 if behind car, 0 if side, -1 if in front
	CarAlpha = -CarAlpha * BehindCarNess;

	float fwdSpeed = DotProduct(((CPhysical*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward())*180.0f;
	if(CamTargetEntity->GetModelIndex() == MI_FIRETRUCK && CPad::GetPad(0)->GetCarGunFired()){
		CarAlpha = DEGTORAD(10.0f);
	}else if(isHeli){
		CarAlpha = 0.0f;
		float heliFwdZ = CamTargetEntity->GetForward().z;
		float heliFwdXY = CamTargetEntity->GetForward().Magnitude2D();
		float alphaAmount = Min(Abs(fwdSpeed/90.0f), 1.0f);
		if(heliFwdXY != 0.0f || heliFwdZ != 0.0f)
			CarAlpha = CGeneral::GetATanOfXY(heliFwdXY, Abs(heliFwdZ)) * alphaAmount;

		CColPoint point;
		CEntity *entity = nil;
		CVector Test = Source;
		Test.z = TargetCoors.z + 0.2f + Length*Sin(CarAlpha+AlphaOffset) + m_fCloseInCarHeightOffset;
		if(CWorld::ProcessVerticalLine(Test, CamTargetEntity->GetPosition().z, point, entity, true, false, false, false, false, false, nil)){
			float sin = (point.point.z - TargetCoors.z - 0.2f - m_fCloseInCarHeightOffset)/Length;
			CarAlpha = Asin(clamp(sin, -1.0f, 1.0f)) - AlphaOffset;
			if(CarAlpha < 0.0f)
				AlphaOffset += CarAlpha;
		} 
	}

	CarAlpha = CGeneral::LimitRadianAngle(CarAlpha);
	if(CarAlpha < 0.0f) CarAlpha = 0.0f;
	if(CarAlpha > DEGTORAD(89.0f)) CarAlpha = DEGTORAD(89.0f);

	if(ResetStatics)
		Alpha = CarAlpha;

	float TargetAlpha = Alpha;
	float DeltaAlpha = CarAlpha - TargetAlpha;
	while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
	while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
	if(Abs(DeltaAlpha) > 0.0f && !TheCamera.m_bVehicleSuspenHigh)
		TargetAlpha = CarAlpha;

	if(isBike)
		WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.09f, 0.04f, true);
	else if(isHeli)
		WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.09f, 0.04f, true);
	else
		WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.15f, 0.07f, true);

	Source.z = TargetCoors.z + Sin(Alpha + AlphaOffset)*Length + m_fCloseInCarHeightOffset;
	AlphaOffset -= AlphaDec;
}

//--MIAMI: done
// Rotate cam behind the car when the car is moving forward
bool
CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
{
	float BetaMaxSpeed = 0.15f;
	float BetaAcceleration = 0.007f;
	bool MovingForward = false;
	float MaxDiffBeta = DEGTORAD(160.0f);
	CPhysical *phys = (CPhysical*)CamTargetEntity;

	float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
	if(ForwardSpeed > 0.02f)
		MovingForward = true;

	if(phys->IsVehicle() && (phys->GetModelIndex() == MI_SPARROW || phys->GetModelIndex() == MI_HUNTER)){
		MaxDiffBeta = DEGTORAD(160.0f);
		BetaMaxSpeed = 0.1f;
		BetaAcceleration = 0.003f;
		CVector speed = phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f));
		speed.z = 0.0f;
		if(50.0f*speed.Magnitude() > 3.13f)
			TargetOrientation = CGeneral::GetATanOfXY(speed.x, speed.y);
	}

	float Dist = (Source - TargetCoors).Magnitude2D();

	float DeltaBeta = TargetOrientation - Beta;
	while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
	while(DeltaBeta < -PI) DeltaBeta += 2*PI;

	if(Abs(DeltaBeta) > PI-MaxDiffBeta && MovingForward && TheCamera.m_uiTransitionState == 0)
		m_bFixingBeta = true;

	CPad *pad = CPad::GetPad(0);
	if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
		if(DirectionWasLooking != LOOKING_FORWARD)
			TheCamera.m_bCamDirectlyBehind = true;

	if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront)
		return false;

	bool SetBeta = false;
	if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta)
		if(&TheCamera.Cams[TheCamera.ActiveCam] == this)
			SetBeta = true;

	if(m_bFixingBeta || SetBeta){
		WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true);

		if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this)
			Beta = TargetOrientation;
		if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this)
			Beta = TargetOrientation + PI;
		if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this)
			Beta = m_fTransitionBeta;

		Source.x = TargetCoors.x - Cos(Beta)*Dist;
		Source.y = TargetCoors.y - Sin(Beta)*Dist;

		// Check if we're done
		DeltaBeta = TargetOrientation - Beta;
		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
		if(Abs(DeltaBeta) < DEGTORAD(2.0f))
			m_bFixingBeta = false;
	}
	TheCamera.m_bCamDirectlyBehind = false;
	TheCamera.m_bCamDirectlyInFront = false;
	return true;
}

float FIRETRUCK_TRACKING_MULT = 0.1f;
float fTestShiftHeliCamTarget = 0.6f;
float TiltTopSpeed[] = { 0.035f, 0.035f, 0.001f, 0.005f, 0.035f };
float TiltSpeedStep[] = { 0.016f, 0.016f, 0.0002f, 0.0014f, 0.016f };
float TiltOverShoot[] = { 1.05f, 1.05f, 0.0f, 0.0f, 1.0f };

//--MIAMI: done
void
CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsVehicle())
		return;

	// unused
	// ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();

	FOV = DefaultFOV;

	if(ResetStatics){
		AlphaSpeed = 0.0f;
		m_fTilt = 0.0f;
		m_fTiltSpeed = 0.0;
	}

	CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
	CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min;
	CVector TargetCoors = CameraTarget;
	float BaseDist = Dimensions.Magnitude();

	if(((CVehicle*)CamTargetEntity)->IsBike())
		BaseDist *= 1.45f;
	if(((CVehicle*)CamTargetEntity)->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI &&
	   CamTargetEntity->GetStatus() != STATUS_PLAYER_REMOTE)
		TargetCoors += fTestShiftHeliCamTarget * CamTargetEntity->GetUp() * Dimensions.z;
	else
		TargetCoors.z += 0.8f*Dimensions.z;

	Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
	Alpha = CGeneral::LimitRadianAngle(Alpha);
	Beta = CGeneral::LimitRadianAngle(Beta);

	if(CamTargetEntity->GetModelIndex() == MI_FIRETRUCK && CPad::GetPad(0)->GetCarGunFired() &&
	   ((CVehicle*)CamTargetEntity)->m_vecMoveSpeed.Magnitude2D() < 0.01f){
		float TargetBeta = CamTargetEntity->GetForward().Heading() - ((CAutomobile*)CamTargetEntity)->m_fCarGunLR + HALFPI;
		TargetBeta = CGeneral::LimitRadianAngle(TargetBeta);
		float DeltaBeta = TargetBeta - Beta;
		if(DeltaBeta > PI) DeltaBeta -= TWOPI;
		else if(DeltaBeta < -PI) DeltaBeta += TWOPI;
		float dist = (TargetCoors - Source).Magnitude();
		dist = FIRETRUCK_TRACKING_MULT*dist*clamp(DeltaBeta, -0.8f, 0.8f);
		Source += dist*CrossProduct(Front, CVector(0.0f, 0.0f, 1.0f));
	}

	m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D();

	Cam_On_A_String_Unobscured(TargetCoors, BaseDist);
	WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z);
	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
	FixCamWhenObscuredByVehicle(TargetCoors);

	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	CVector OrigSource = Source;
	if(CWorld::GetIsLineOfSightClear(CamTargetEntity->GetPosition(), m_cvecTargetCoorsForFudgeInter, true, false, false, true, false, false, true))
		TheCamera.AvoidTheGeometry(OrigSource, m_cvecTargetCoorsForFudgeInter, Source, FOV);
	else
		TheCamera.AvoidTheGeometry(OrigSource, CamTargetEntity->GetPosition(), Source, FOV);

	Front = TargetCoors - Source;
	Front.Normalise();

	int appearance = ((CVehicle*)CamTargetEntity)->GetVehicleAppearance();
	int index = 0;
	TheCamera.GetArrPosForVehicleType(appearance, index);

	if(appearance == VEHICLE_APPEARANCE_HELI){
		float TargetTilt = DotProduct(Front, ((CVehicle*)CamTargetEntity)->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
		CVector UpTarget = CamTargetEntity->GetUp();
		UpTarget.Normalise();
		int dir = TargetTilt < 0.0f ? -1 : 1;
		if(m_fTilt != 0.0f)
			TargetTilt += TiltOverShoot[index]*TargetTilt/m_fTilt * dir;
		WellBufferMe(TargetTilt, &m_fTilt, &m_fTiltSpeed, TiltTopSpeed[index], TiltSpeedStep[index], false);

		Up = CVector(0.0f, 0.0f, 1.0f) - (CVector(0.0f, 0.0f, 1.0f) - UpTarget)*m_fTilt;
		Up.Normalise();
		Front.Normalise();
		CVector Left = CrossProduct(Up, Front);
		Up = CrossProduct(Front, Left);
		Up.Normalise();
	}else{
		float TargetRoll;
		if(CPad::GetPad(0)->GetDPadLeft() || CPad::GetPad(0)->GetDPadRight()){
			float fwdSpeed = 180.0f*DotProduct(((CVehicle*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward());
			if(fwdSpeed > 210.0f) fwdSpeed = 210.0f;
			if(CPad::GetPad(0)->GetDPadLeft())
				TargetRoll = DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle;
			else
				TargetRoll = -(DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle);
			CVector FwdTarget = CamTargetEntity->GetForward();
			FwdTarget.Normalise();
			float AngleDiff = DotProduct(FwdTarget, Front);
			AngleDiff = Acos(Min(Abs(AngleDiff), 1.0f));
			TargetRoll *= fwdSpeed/210.0f * Sin(AngleDiff);
		}else{
			float fwdSpeed = 180.0f*DotProduct(((CVehicle*)CamTargetEntity)->m_vecMoveSpeed, CamTargetEntity->GetForward());
			if(fwdSpeed > 210.0f) fwdSpeed = 210.0f;
			TargetRoll = CPad::GetPad(0)->GetLeftStickX()/128.0f * fwdSpeed/210.0f;
			CVector FwdTarget = CamTargetEntity->GetForward();
			FwdTarget.Normalise();
			float AngleDiff = DotProduct(FwdTarget, Front);
			AngleDiff = Acos(Min(Abs(AngleDiff), 1.0f));
			TargetRoll *= (DEGTORAD(10.0f)*TiltOverShoot[index] + f_max_role_angle) * Sin(AngleDiff);
		}

		WellBufferMe(TargetRoll, &f_Roll, &f_rollSpeed, 0.15f, 0.07f, false);
		Up = CVector(Cos(f_Roll + HALFPI), 0.0f, Sin(f_Roll + HALFPI));
		Up.Normalise();
		Front.Normalise();
		CVector Left = CrossProduct(Up, Front);
		Left.Normalise();
		Up = CrossProduct(Front, Left);
		Up.Normalise();
	}

	ResetStatics = false;
}

//--MIAMI: done
// Basic Cam on a string algorithm
void
CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
{
	int id = CamTargetEntity->GetModelIndex();
	float ExtraDist = 0.0f;
	if(id == MI_RCRAIDER || id == MI_RCGOBLIN)
		ExtraDist = INIT_RC_HELI_HORI_EXTRA;
	else if(id == MI_RCBARON)
		ExtraDist = INIT_RC_PLANE_HORI_EXTRA;

	CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth + ExtraDist;
	CA_MIN_DISTANCE = Min(BaseDist*0.6f, 3.5f);
	if(CA_MIN_DISTANCE > CA_MAX_DISTANCE)
		CA_MIN_DISTANCE = CA_MAX_DISTANCE - 0.05f;

	CVector Dist = Source - TargetCoors;

	if(ResetStatics)
		Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);

	Dist = Source - TargetCoors;

	float Length = Dist.Magnitude2D();
	if(Length < 0.001f){
		// This probably shouldn't happen. reset view
		CVector Forward = CamTargetEntity->GetForward();
		Forward.z = 0.0f;
		Forward.Normalise();
		Source = TargetCoors - Forward*CA_MAX_DISTANCE;
		Dist = Source - TargetCoors;
		Length = Dist.Magnitude2D();
	}

	if(Length > CA_MAX_DISTANCE){
		Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE;
		Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE;
	}else if(Length < CA_MIN_DISTANCE){
		Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE;
		Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE;
	}
}

//--MIAMI: done
void
CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors)
{
	// BUG? is this never reset
	static float HeightFixerCarsObscuring = 0.0f;
	static float HeightFixerCarsObscuringSpeed = 0.0f;
	CColPoint colPoint;
	CEntity *entity = nil;

	float HeightTarget = 0.0f;
	if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){
		CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex());
		HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z;
		if(HeightTarget < 0.0f)
			HeightTarget = 0.0f;
	}
	WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false);
	Source.z += HeightFixerCarsObscuring;
}

void
CCam::Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
{
	FOV = DefaultFOV;

	if(!CamTargetEntity->IsVehicle())
		return;

	float Dist;
	float HeightTarget = 0.0f;
	static float AdjustHeightTargetMoveBuffer = 0.0f;
	static float AdjustHeightTargetMoveSpeed = 0.0f;
	static float NearClipDistance = 1.5f;
	const float FarClipDistance = 200.0f;
	CVector TargetFront, Target;
	CVector TestSource, TestTarget;
	CColPoint colPoint;
	CEntity *entity;

	TargetFront = CameraTarget;
	TargetFront.x += 18.0f*CamTargetEntity->GetForward().x*SpeedVar;
	TargetFront.y += 18.0f*CamTargetEntity->GetForward().y*SpeedVar;

	if(ResetStatics){
		AdjustHeightTargetMoveBuffer = 0.0f;
		AdjustHeightTargetMoveSpeed = 0.0f;
	}

	float f = Pow(0.8f, 4.0f);
	Target = f*CameraTarget + (1.0f-f)*TargetFront;
	if(Mode == MODE_GTACLASSIC)
		SpeedVar = TargetSpeedVar;
	Source = Target + CVector(0.0f, 0.0f, (40.0f*SpeedVar + 30.0f)*0.8f);
	// What is this? looks horrible
	if(Mode == MODE_GTACLASSIC)
		Source.x += (uint8)(100.0f*CameraTarget.x)/500.0f;

	TestSource = Source;
	TestTarget = TestSource;
	TestTarget.z = Target.z;
	if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
		if(Source.z < colPoint.point.z+3.0f)
			HeightTarget = colPoint.point.z+3.0f - Source.z;
	}else{
		TestSource = Source;
		TestTarget = TestSource;
		TestTarget.z += 10.0f;
		if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false))
			if(Source.z < colPoint.point.z+3.0f)
				HeightTarget = colPoint.point.z+3.0f - Source.z;
	}
	WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.2f, 0.02f, false);
	Source.z += AdjustHeightTargetMoveBuffer;

	if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
		RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
	RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);

	Front = CVector(-0.01f, -0.01f, -1.0f);	// look down
	Front.Normalise();
	Dist = (Source - CameraTarget).Magnitude();
	m_cvecTargetCoorsForFudgeInter = Dist*Front + Source;
	Up = CVector(0.0f, 1.0f, 0.0f);

	ResetStatics = false;
}

void
CCam::AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit)
{
	float Target = 0.0f;
	float MaxSpeed = 0.13f;
	float Acceleration = 0.015f;
	float SpeedMult;
	float dy;
	CVector TestPoint2;
	CVector TestPoint1;
	CColPoint colPoint;
	CEntity *entity;

	TestPoint2 = TargetCoors + Offset;
	TestPoint1 = TargetCoors;
	TestPoint1.z = TestPoint2.z;
	if(CWorld::ProcessLineOfSight(TestPoint1, TestPoint2, colPoint, entity, true, false, false, false, false, false, false)){
		// What is this even?
		dy = TestPoint1.y - colPoint.point.y;
		if(dy > yDistLimit)
			dy = yDistLimit;
		SpeedMult = yDistLimit - Abs(dy/yDistLimit);

		Target = 2.5f;
		MaxSpeed += SpeedMult*0.3f;
		Acceleration += SpeedMult*0.03f;
	}
	WellBufferMe(Target, Adjuster, AdjusterSpeed, MaxSpeed, Acceleration, false);
}

void
CCam::Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	float Dist;
	float HeightTarget;
	static int NumPedPosCountsSoFar = 0;
	static float PedAverageSpeed = 0.0f;
	static float AdjustHeightTargetMoveBuffer = 0.0f;
	static float AdjustHeightTargetMoveSpeed = 0.0f;
	static float PedSpeedSoFar = 0.0f;
	static float FarClipDistance = 200.0f;
	static float NearClipDistance = 1.5f;
	static float TargetAdjusterForSouth = 0.0f;
	static float TargetAdjusterSpeedForSouth = 0.0f;
	static float TargetAdjusterForNorth = 0.0f;
	static float TargetAdjusterSpeedForNorth = 0.0f;
	static float TargetAdjusterForEast = 0.0f;
	static float TargetAdjusterSpeedForEast = 0.0f;
	static float TargetAdjusterForWest = 0.0f;
	static float TargetAdjusterSpeedForWest = 0.0f;
	static CVector PreviousPlayerMoveSpeedVec;
	CVector TargetCoors, PlayerMoveSpeed;
	CVector TestSource, TestTarget;
	CColPoint colPoint;
	CEntity *entity;

	FOV = DefaultFOV;
	TargetCoors = CameraTarget;
	PlayerMoveSpeed = ((CPed*)CamTargetEntity)->GetMoveSpeed();

	if(ResetStatics){
		PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;
		AdjustHeightTargetMoveBuffer = 0.0f;
		AdjustHeightTargetMoveSpeed = 0.0f;
		NumPedPosCountsSoFar = 0;
		PedSpeedSoFar = 0.0f;
		PedAverageSpeed = 0.0f;
		TargetAdjusterForWest = 0.0f;
		TargetAdjusterSpeedForWest = 0.0f;
		TargetAdjusterForEast = 0.0f;
		TargetAdjusterSpeedForEast = 0.0f;
		TargetAdjusterForNorth = 0.0f;
		TargetAdjusterSpeedForNorth = 0.0f;
		TargetAdjusterForSouth = 0.0f;
		TargetAdjusterSpeedForSouth = 0.0f;
	}

	if(RwCameraGetFarClipPlane(Scene.camera) > FarClipDistance)
		RwCameraSetFarClipPlane(Scene.camera, FarClipDistance);
	RwCameraSetNearClipPlane(Scene.camera, NearClipDistance);

	// Average ped speed
	NumPedPosCountsSoFar++;
	PedSpeedSoFar += PlayerMoveSpeed.Magnitude();
	if(NumPedPosCountsSoFar == 5){
		PedAverageSpeed = 0.4f*PedAverageSpeed + 0.6*(PedSpeedSoFar/5.0f);
		NumPedPosCountsSoFar = 0;
		PedSpeedSoFar = 0.0f;
	}
	PreviousPlayerMoveSpeedVec = PlayerMoveSpeed;

	// Zoom out depending on speed
	if(PedAverageSpeed > 0.01f && PedAverageSpeed <= 0.04f)
		HeightTarget = 2.5f;
	else if(PedAverageSpeed > 0.04f && PedAverageSpeed <= 0.145f)
		HeightTarget = 4.5f;
	else if(PedAverageSpeed > 0.145f)
		HeightTarget = 7.0f;
	else
		HeightTarget = 0.0f;

	// Zoom out if locked on target is far away
	if(FindPlayerPed()->m_pPointGunAt){
		Dist = (FindPlayerPed()->m_pPointGunAt->GetPosition() - CameraTarget).Magnitude2D();
		if(Dist > 6.0f)
			HeightTarget = Max(HeightTarget, Dist/22.0f*37.0f);
	}

	Source = TargetCoors + CVector(0.0f, -1.0f, 9.0f);

	// Collision checks
	entity = nil;
	TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
	TestTarget = TestSource;
	TestTarget.z = TargetCoors.z;
	if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
		if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
			HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
	}else{
		TestSource = TargetCoors + CVector(0.0f, -1.0f, 9.0f);
		TestTarget = TestSource;
		TestSource.z += HeightTarget;
		TestTarget.z = TestSource.z + 10.0f;
		if(CWorld::ProcessLineOfSight(TestTarget, TestSource, colPoint, entity, true, false, false, false, false, false, false)){
			if(TargetCoors.z+9.0f+HeightTarget < colPoint.point.z+3.0f)
				HeightTarget = colPoint.point.z+3.0f - (TargetCoors.z+9.0f);
		}
	}

	WellBufferMe(HeightTarget, &AdjustHeightTargetMoveBuffer, &AdjustHeightTargetMoveSpeed, 0.3f, 0.03f, false);
	Source.z += AdjustHeightTargetMoveBuffer;

	// Wall checks
	AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, -3.0f, 3.0f), &TargetAdjusterForSouth, &TargetAdjusterSpeedForSouth, 1.0f);
	Source.y += TargetAdjusterForSouth;
	AvoidWallsTopDownPed(TargetCoors, CVector(0.0f, 3.0f, 3.0f), &TargetAdjusterForNorth, &TargetAdjusterSpeedForNorth, 1.0f);
	Source.y -= TargetAdjusterForNorth;
	// BUG: east and west flipped
	AvoidWallsTopDownPed(TargetCoors, CVector(3.0f, 0.0f, 3.0f), &TargetAdjusterForWest, &TargetAdjusterSpeedForWest, 1.0f);
	Source.x -= TargetAdjusterForWest;
	AvoidWallsTopDownPed(TargetCoors, CVector(-3.0f, 0.0f, 3.0f), &TargetAdjusterForEast, &TargetAdjusterSpeedForEast, 1.0f);
	Source.x += TargetAdjusterForEast;

	TargetCoors.y = Source.y + 1.0f;
	TargetCoors.y += TargetAdjusterForSouth;
	TargetCoors.x += TargetAdjusterForEast;
	TargetCoors.x -= TargetAdjusterForWest;

	Front = TargetCoors - Source;
	Front.Normalise();
#ifdef FIX_BUGS
	if(Front.x == 0.0f && Front.y == 0.0f)
		Front.y = 0.0001f;
#else
	// someone used = instead of == in the above check by accident
	Front.x = 0.0f;
#endif
	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	Up = CrossProduct(Front, CVector(-1.0f, 0.0f, 0.0f));
	Up.Normalise();

	ResetStatics = false;
}

void
CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	static bool FailedTestTwelveFramesAgo = false;
	RwV3d HeadPos;
	CVector TargetCoors;

	FOV = DefaultFOV;
	TargetCoors = CameraTarget;

	if(ResetStatics){
		Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		Alpha = 0.0f;
		m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		FailedTestTwelveFramesAgo = false;
		// static DPadVertical unused
		// static DPadHorizontal unused
		m_bCollisionChecksOn = true;
		ResetStatics = false;
	}

	((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
	Source = HeadPos;
	Source.z += 0.1f;
	Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
	Source.y -= 0.19f*Sin(m_fInitialPlayerOrientation);

	// Look around
	bool UseMouse = false;
	float MouseX = CPad::GetPad(0)->GetMouseX();
	float MouseY = CPad::GetPad(0)->GetMouseY();
	float LookLeftRight, LookUpDown;
	if(MouseX != 0.0f || MouseY != 0.0f){
		UseMouse = true;
		LookLeftRight = -3.0f*MouseX;
		LookUpDown = 4.0f*MouseY;
	}else{
		LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
		LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
	}
	if(UseMouse){
		Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
		Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
	}else{
		float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
		float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
		Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
	}
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;
	if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
	else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

	TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
	TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
	TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
	Front = TargetCoors - Source;
	Front.Normalise();
	Source += Front*0.4f;

	if(m_bCollisionChecksOn){
		if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
			FailedTestTwelveFramesAgo = true;
		}else{
			CVector TestPoint;
			TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
			TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
			TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
			if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
				RwCameraSetNearClipPlane(Scene.camera, 0.4f);
				FailedTestTwelveFramesAgo = true;
			}else{
				TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
				TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
				TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
				if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
					RwCameraSetNearClipPlane(Scene.camera, 0.4f);
					FailedTestTwelveFramesAgo = true;
				}else
					FailedTestTwelveFramesAgo = false;
			}
		}
	}

	if(FailedTestTwelveFramesAgo)
		RwCameraSetNearClipPlane(Scene.camera, 0.4f);
	Source -= Front*0.4f;

	GetVectorsReadyForRW();
	float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
	((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
	((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}

float fDuckingBackOffset = 0.5f;
float fDuckingRightOffset = 0.18f;

//--MIAMI: done
void
CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	float BackOffset = 0.3f;
	static bool FailedTestTwelveFramesAgo = false;
	RwV3d HeadPos;
	CVector TargetCoors;

	bool isAttached = ((CPed*)CamTargetEntity)->IsPlayer() && ((CPed*)CamTargetEntity)->m_attachedTo;

	FOV = DefaultFOV;
	TargetCoors = CameraTarget;

	if(ResetStatics){
		if(isAttached)
			Beta = 0.0f;
		else
			Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		Alpha = 0.0f;
		m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		FailedTestTwelveFramesAgo = false;
		// static DPadVertical unused
		// static DPadHorizontal unused
		m_bCollisionChecksOn = true;
		ResetStatics = false;
	}

	// Look around
	bool UseMouse = false;
	float MouseX = CPad::GetPad(0)->GetMouseX();
	float MouseY = CPad::GetPad(0)->GetMouseY();
	float LookLeftRight, LookUpDown;
	if(MouseX != 0.0f || MouseY != 0.0f){
		UseMouse = true;
		LookLeftRight = -3.0f*MouseX;
		LookUpDown = 4.0f*MouseY;
	}else{
		LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
		LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
	}
	if(UseMouse){
		Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
		Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
	}else if(Mode == MODE_HELICANNON_1STPERSON){
		LookLeftRight /= 128.0f;
		LookUpDown /= 128.0f;
		Beta += LookLeftRight*Abs(LookLeftRight)*0.56f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		Alpha += LookUpDown*Abs(LookUpDown)*0.48f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
	}else{
		float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
		float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
		Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
	}
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;
	if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
	else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

	if(((CPed*)CamTargetEntity)->bIsDucking)
		BackOffset = 0.8f;
	if(isAttached){
		CMatrix mat, rot;
		CPed *TargetPed = (CPed*)CamTargetEntity;
		TargetPed->PositionAttachedPed();
		CamTargetEntity->GetMatrix().UpdateRW();
		CamTargetEntity->UpdateRwFrame();
		CamTargetEntity->UpdateRpHAnim();

		HeadPos.x = 0.0f;
		HeadPos.y = 0.0f;
		HeadPos.z = 0.0f;
		TargetPed->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
		Source = HeadPos;
		Source += 0.1f*CamTargetEntity->GetUp();
		Source -= BackOffset*CamTargetEntity->GetForward();

		if(TargetPed->m_attachRotStep < PI){
			if(Beta > TargetPed->m_attachRotStep){
				Beta = TargetPed->m_attachRotStep;
				CAutomobile *heli = (CAutomobile*)TargetPed->m_attachedTo;
				if(heli->IsVehicle() && heli->IsCar() && heli->IsRealHeli() && heli->m_fHeliOrientation > 0.0f){
					float heliOrient = heli->m_fHeliOrientation + CTimer::GetTimeStep()*0.01f;
					if(heliOrient < 0.0f) heliOrient += TWOPI;
					else if(heliOrient > TWOPI) heliOrient -= TWOPI;
					heli->SetHeliOrientation(heliOrient);
				}
			}else if(Beta < -TargetPed->m_attachRotStep){
				Beta = -TargetPed->m_attachRotStep;
				CAutomobile *heli = (CAutomobile*)TargetPed->m_attachedTo;
				if(heli->IsVehicle() && heli->IsCar() && heli->IsRealHeli() && heli->m_fHeliOrientation > 0.0f){
					float heliOrient = heli->m_fHeliOrientation - CTimer::GetTimeStep()*0.01f;
					if(heliOrient < 0.0f) heliOrient += TWOPI;
					else if(heliOrient > TWOPI) heliOrient -= TWOPI;
					heli->SetHeliOrientation(heliOrient);
				}
			}
		}else{
			while(Beta < -PI) Beta += 2*PI;
			while(Beta >= PI) Beta -= 2*PI;
		}

		mat = TargetPed->m_attachedTo->GetMatrix();
		rot.SetRotateX(Alpha);
		switch(TargetPed->m_attachType){
		case 1: rot.RotateZ(Beta + HALFPI); break;
		case 2: rot.RotateZ(Beta + PI); break;
		case 3: rot.RotateZ(Beta - HALFPI); break;
		}
		mat = mat * rot;
		Front = mat.GetForward();
		Up = mat.GetUp();
		TargetCoors = Source + 3.0f*Front;
		RwCameraSetNearClipPlane(Scene.camera, 0.4f);

		float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
	}else{
		CamTargetEntity->GetMatrix().UpdateRW();
		CamTargetEntity->UpdateRwFrame();
		CamTargetEntity->UpdateRpHAnim();
		HeadPos.x = 0.0f;
		HeadPos.y = 0.0f;
		HeadPos.z = 0.0f;
		((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
		Source = HeadPos;
		Source.z += 0.1f;
		if(((CPed*)CamTargetEntity)->bIsDucking){
			Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x;
			Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y;
			Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x;
			Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y;
		}else{
			Source.x -= BackOffset*CamTargetEntity->GetForward().x;
			Source.y -= BackOffset*CamTargetEntity->GetForward().y;
		}

		TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
		TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
		TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
		Front = TargetCoors - Source;
		Front.Normalise();
		Source += Front*0.4f;

		if(m_bCollisionChecksOn){
			if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
				RwCameraSetNearClipPlane(Scene.camera, 0.4f);
				FailedTestTwelveFramesAgo = true;
			}else{
				CVector TestPoint;
				TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
				TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
				TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
				if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
					RwCameraSetNearClipPlane(Scene.camera, 0.4f);
					FailedTestTwelveFramesAgo = true;
				}else{
					TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
					TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
					TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
					if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
						RwCameraSetNearClipPlane(Scene.camera, 0.4f);
						FailedTestTwelveFramesAgo = true;
					}else
						FailedTestTwelveFramesAgo = false;
				}
			}
		}

		if(FailedTestTwelveFramesAgo)
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
		Source -= Front*0.4f;

		GetVectorsReadyForRW();
		float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
	}
}

float fBike1stPersonOffsetZ = 0.15f;

//--MIAMI: done
void
CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar)
{
	float BackOffset = 0.3f;
	static float DontLookThroughWorldFixer = 0.0f;
	CVector TargetCoors;

	FOV = DefaultFOV;
	TargetCoors = CameraTarget;
	if(CamTargetEntity->m_rwObject == nil)
		return;

	if(ResetStatics){
		Beta = TargetOrientation;
		Alpha = 0.0f;
		m_fInitialPlayerOrientation = TargetOrientation;
		if(CamTargetEntity->IsPed()){
			Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
			Alpha = 0.0f;
			m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		}
		TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
		DontLookThroughWorldFixer = 0.0f;
	}

	if(CamTargetEntity->IsPed()){
		static bool FailedTestTwelveFramesAgo = false;
		RwV3d HeadPos;

		TargetCoors = CameraTarget;

		if(ResetStatics){
			Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
			Alpha = 0.0f;
			m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
			FailedTestTwelveFramesAgo = false;
			// static DPadVertical unused
			// static DPadHorizontal unused
			m_bCollisionChecksOn = true;
			ResetStatics = false;
		}

		CamTargetEntity->GetMatrix().UpdateRW();
		CamTargetEntity->UpdateRwFrame();
		CamTargetEntity->UpdateRpHAnim();

		((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
		Source = HeadPos;
		Source.z += 0.1f;
		if(((CPed*)CamTargetEntity)->bIsDucking){
			Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x;
			Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y;
			Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x;
			Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y;
		}else{
			Source.x -= BackOffset*CamTargetEntity->GetForward().x;
			Source.y -= BackOffset*CamTargetEntity->GetForward().y;
		}

		float LookLeftRight, LookUpDown;
		LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
		LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
		float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
		float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
		Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		while(Beta >= PI) Beta -= 2*PI;
		while(Beta < -PI) Beta += 2*PI;
		if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
		else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

		TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
		TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
		TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
		Front = TargetCoors - Source;
		Front.Normalise();
		Source += Front*0.4f;

		if(m_bCollisionChecksOn){
			if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
				RwCameraSetNearClipPlane(Scene.camera, 0.4f);
				FailedTestTwelveFramesAgo = true;
			}else{
				CVector TestPoint;
				TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
				TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
				TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
				if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
					RwCameraSetNearClipPlane(Scene.camera, 0.4f);
					FailedTestTwelveFramesAgo = true;
				}else{
					TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
					TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
					TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
					if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
						RwCameraSetNearClipPlane(Scene.camera, 0.4f);
						FailedTestTwelveFramesAgo = true;
					}else
						FailedTestTwelveFramesAgo = false;
				}
			}
		}

		if(FailedTestTwelveFramesAgo)
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
		Source -= Front*0.4f;

		GetVectorsReadyForRW();
		float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
	}else{
		assert(CamTargetEntity->IsVehicle());

		if(((CVehicle*)CamTargetEntity)->IsBike() &&
		   (((CBike*)CamTargetEntity)->bWheelieCam || TheCamera.m_fAvoidTheGeometryProbsTimer > 0.0f)){
			if(CPad::GetPad(0)->GetLeftShoulder2() || CPad::GetPad(0)->GetRightShoulder2()){
				TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
				((CBike*)CamTargetEntity)->bWheelieCam = false;
			}else if(Process_WheelCam(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar)){
				if(((CBike*)CamTargetEntity)->bWheelieCam)
					TheCamera.m_fAvoidTheGeometryProbsTimer = 50.0f;
				else{
					TheCamera.m_fAvoidTheGeometryProbsTimer -= CTimer::GetTimeStep();
					((CBike*)CamTargetEntity)->bWheelieCam = true;
				}
				return;
			}else{
				TheCamera.m_fAvoidTheGeometryProbsTimer = 0.0f;
				((CBike*)CamTargetEntity)->bWheelieCam = false;
			}
		}

		CMatrix *matrix = &CamTargetEntity->GetMatrix();
		if(((CVehicle*)CamTargetEntity)->IsBike()){
			((CBike*)CamTargetEntity)->CalculateLeanMatrix();
			matrix = &((CBike*)CamTargetEntity)->m_leanMatrix;
		}

		CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
		CVector CamPos = mi->GetFrontSeatPosn();
		CamPos.x = 0.0f;
		CamPos.y += 0.08f;
		CamPos.z += 0.62f;
		FOV = 60.0f;
		Source = Multiply3x3(*matrix, CamPos);
		Source += CamTargetEntity->GetPosition();
		if(((CVehicle*)CamTargetEntity)->IsBoat())
			Source.z += 0.5f;
		else if(((CVehicle*)CamTargetEntity)->IsBike() && ((CVehicle*)CamTargetEntity)->pDriver){
			CVector Neck(0.0f, 0.0f, 0.0f);
			((CVehicle*)CamTargetEntity)->pDriver->m_pedIK.GetComponentPosition(*(RwV3d*)&Neck, PED_NECK);
			Neck += ((CVehicle*)CamTargetEntity)->m_vecMoveSpeed * CTimer::GetTimeStep();
			Source.z = Neck.z + fBike1stPersonOffsetZ;
		}

		if(((CVehicle*)CamTargetEntity)->IsUpsideDown()){
			if(DontLookThroughWorldFixer < 0.5f)
				DontLookThroughWorldFixer += 0.03f;
			else
				DontLookThroughWorldFixer = 0.5f;
		}else{
			if(DontLookThroughWorldFixer < 0.0f)
#ifdef FIX_BUGS
				DontLookThroughWorldFixer += 0.03f;
#else
				DontLookThroughWorldFixer -= 0.03f;
#endif
			else
				DontLookThroughWorldFixer = 0.0f;
		}
		Source.z += DontLookThroughWorldFixer;
		Front = matrix->GetForward();
		Front.Normalise();
		Up = matrix->GetUp();
		Up.Normalise();
		CVector Right = CrossProduct(Front, Up);
		Right.Normalise();
		Up = CrossProduct(Right, Front);
		Up.Normalise();
	}

	ResetStatics = false;
}

static CVector vecHeadCamOffset(0.06f, 0.05f, 0.0f);

void
CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float, float)
{
	// static int DontLookThroughWorldFixer = 0;	// unused
	static CVector InitialHeadPos;

	if(Mode != MODE_SNIPER_RUNABOUT)
		FOV = DefaultFOV;
	TheCamera.m_1rstPersonRunCloseToAWall = false;
	if(CamTargetEntity->m_rwObject == nil)
		return;

	if(CamTargetEntity->IsPed()){
		// static bool FailedTestTwelveFramesAgo = false;	// unused
		CVector HeadPos = vecHeadCamOffset;
		CVector TargetCoors;

		((CPed*)CamTargetEntity)->TransformToNode(HeadPos, PED_HEAD);
		// This is done on PC, but checking for the clump frame is not necessary apparently
/*
		RwFrame *frm = ((CPed*)CamTargetEntity)->m_pFrames[PED_HEAD]->frame;
		while(frm){
			RwV3dTransformPoints(&HeadPos, &HeadPos, 1, RwFrameGetMatrix(frm));
			frm = RwFrameGetParent(frm);
			if(frm == RpClumpGetFrame(CamTargetEntity->GetClump()))
				frm = nil;
		}
*/

		if(ResetStatics){
			Beta = TargetOrientation;
			Alpha = 0.0f;
			m_fInitialPlayerOrientation = TargetOrientation;
			if(CamTargetEntity->IsPed()){	// useless check
				Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
				Alpha = 0.0f;
				m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
				// FailedTestTwelveFramesAgo = false;
				m_bCollisionChecksOn = true;
			}
			// DontLookThroughWorldFixer = false;
			m_vecBufferedPlayerBodyOffset = HeadPos;
			InitialHeadPos = HeadPos;
		}

		m_vecBufferedPlayerBodyOffset.y = HeadPos.y;

		if(TheCamera.m_bHeadBob){
			m_vecBufferedPlayerBodyOffset.x =
				TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.x +
				(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.x;
			m_vecBufferedPlayerBodyOffset.z =
				TheCamera.m_fGaitSwayBuffer * m_vecBufferedPlayerBodyOffset.z +
				(1.0f-TheCamera.m_fGaitSwayBuffer) * HeadPos.z;
			HeadPos = (CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
		}else{
			float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
			CVector Fwd = CamTargetEntity->GetForward();
			Fwd.z = 0.0f;
			Fwd.Normalise();
			HeadPos = (HeadDelta*1.23f*Fwd + CamTargetEntity->GetPosition());
			HeadPos.z += 0.59f;
		}
		Source = HeadPos;

		// unused:
		// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID);
		// Source - MidPos;

		// Look around
		bool UseMouse = false;
		float MouseX = CPad::GetPad(0)->GetMouseX();
		float MouseY = CPad::GetPad(0)->GetMouseY();
		float LookLeftRight, LookUpDown;
		if(MouseX != 0.0f || MouseY != 0.0f){
			UseMouse = true;
			LookLeftRight = -3.0f*MouseX;
			LookUpDown = 4.0f*MouseY;
		}else{
			LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
			LookUpDown = CPad::GetPad(0)->LookAroundUpDown();
		}
		if(UseMouse){
			Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
			Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
		}else{
			float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
			float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
			Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
			Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		}
		while(Beta >= PI) Beta -= 2*PI;
		while(Beta < -PI) Beta += 2*PI;
		if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
		if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

		TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
		TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
		TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;
		Front = TargetCoors - Source;
		Front.Normalise();
		Source += Front*0.4f;

		TheCamera.m_AlphaForPlayerAnim1rstPerson = Alpha;

		GetVectorsReadyForRW();

		float Heading = Front.Heading();
		((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
		((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
		TheCamera.pTargetEntity->SetHeading(Heading);
		TheCamera.pTargetEntity->GetMatrix().UpdateRW();

		if(Mode == MODE_SNIPER_RUNABOUT){
			// no mouse wheel FOV buffering here like in normal sniper mode
			if(CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()){
				if(CPad::GetPad(0)->SniperZoomOut())
					FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
				else
					FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
			}

			TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);

			if(FOV > DefaultFOV)
				FOV = DefaultFOV;
			if(FOV < 15.0f)
				FOV = 15.0f;
		}
	}

	ResetStatics = false;
	RwCameraSetNearClipPlane(Scene.camera, 0.05f);
}

float fCameraNearClipMult = 0.15f;

//--MIAMI: done
void
CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	float BackOffset = 0.19f;
	static bool FailedTestTwelveFramesAgo = false;
	RwV3d HeadPos;
	CVector TargetCoors;
	TargetCoors = CameraTarget;

	static float TargetFOV = 0.0f;

	if(ResetStatics){
		Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		Alpha = 0.0f;
		m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
		FailedTestTwelveFramesAgo = false;
		// static DPadVertical unused
		// static DPadHorizontal unused
		m_bCollisionChecksOn = true;
		FOVSpeed = 0.0f;
		TargetFOV = FOV;
		ResetStatics = false;
	}

	if(((CPed*)CamTargetEntity)->bIsDucking)
		BackOffset = 0.8f;
	CamTargetEntity->GetMatrix().UpdateRW();
	CamTargetEntity->UpdateRwFrame();
	CamTargetEntity->UpdateRpHAnim();
	((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
	Source = HeadPos;
	Source.z += 0.1f;
	if(((CPed*)CamTargetEntity)->bIsDucking){
		Source.x -= fDuckingBackOffset*CamTargetEntity->GetForward().x;
		Source.y -= fDuckingBackOffset*CamTargetEntity->GetForward().y;
		Source.x -= fDuckingRightOffset*CamTargetEntity->GetRight().x;
		Source.y -= fDuckingRightOffset*CamTargetEntity->GetRight().y;
	}else{
		Source.x -= BackOffset*CamTargetEntity->GetForward().x;
		Source.y -= BackOffset*CamTargetEntity->GetForward().y;
	}

	// Look around
	bool UseMouse = false;
	float MouseX = CPad::GetPad(0)->GetMouseX();
	float MouseY = CPad::GetPad(0)->GetMouseY();
	float LookLeftRight, LookUpDown;
	if(MouseX != 0.0f || MouseY != 0.0f){
		UseMouse = true;
		LookLeftRight = -3.0f*MouseX;
		LookUpDown = 4.0f*MouseY;
	}else{
		LookLeftRight = -CPad::GetPad(0)->SniperModeLookLeftRight();
		LookUpDown = CPad::GetPad(0)->SniperModeLookUpDown();
	}
	if(UseMouse){
		Beta += TheCamera.m_fMouseAccelHorzntl * LookLeftRight * FOV/80.0f;
		Alpha += TheCamera.m_fMouseAccelVertical * LookUpDown * FOV/80.0f;
	}else{
		float xdir = LookLeftRight < 0.0f ? -1.0f : 1.0f;
		float ydir = LookUpDown < 0.0f ? -1.0f : 1.0f;
		Beta += SQR(LookLeftRight/100.0f)*xdir*0.8f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
		Alpha += SQR(LookUpDown/150.0f)*ydir*1.0f/14.0f * FOV/80.0f * CTimer::GetTimeStep();
	}
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;
	if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
	else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);

	TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
	TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
	TargetCoors.z = 3.0f * Sin(Alpha) + Source.z;

	UseMouse = false;
	int ZoomInButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_IN);
	int ZoomOutButton = ControlsManager.GetMouseButtonAssociatedWithAction(PED_SNIPER_ZOOM_OUT);
	// TODO: enum? this should be mouse wheel up and down
	if(ZoomInButton == 4 || ZoomInButton == 5 || ZoomOutButton == 4 || ZoomOutButton == 5){
		if(CPad::GetPad(0)->GetMouseWheelUp() || CPad::GetPad(0)->GetMouseWheelDown()){
			if(CPad::GetPad(0)->SniperZoomIn()){
				TargetFOV = FOV - 10.0f;
				UseMouse = true;
			}
			if(CPad::GetPad(0)->SniperZoomOut()){
				TargetFOV = FOV + 10.0f;
				UseMouse = true;
			}
		}
	}
	if((CPad::GetPad(0)->SniperZoomIn() || CPad::GetPad(0)->SniperZoomOut()) && !UseMouse){
		if(CPad::GetPad(0)->SniperZoomOut()){
			FOV *= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
			TargetFOV = FOV;
			FOVSpeed = 0.0f;
		}else{
			FOV /= (255.0f*CTimer::GetTimeStep() + 10000.0f) / 10000.0f;
			TargetFOV = FOV;
			FOVSpeed = 0.0f;
		}
	}else{
		if(Abs(TargetFOV - FOV) > 0.5f)
			WellBufferMe(TargetFOV, &FOV, &FOVSpeed, 0.5f, 0.25f, false);
		else
			FOVSpeed = 0.0f;
	}

	TheCamera.SetMotionBlur(180, 255, 180, 120, MBLUR_SNIPER);

	if(FOV > DefaultFOV)
		FOV = DefaultFOV;
	if(Mode == MODE_CAMERA){
		if(FOV < 3.0f)
			FOV = 3.0f;
	}else{
		if(FOV < 15.0f)
			FOV = 15.0f;
	}

	Front = TargetCoors - Source;
	Front.Normalise();
	Source += Front*0.4f;

	if(m_bCollisionChecksOn){
		if(!CWorld::GetIsLineOfSightClear(TargetCoors, Source, true, true, false, true, false, true, true)){
			RwCameraSetNearClipPlane(Scene.camera, 0.4f);
			FailedTestTwelveFramesAgo = true;
		}else{
			CVector TestPoint;
			TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta + DEGTORAD(35.0f)) + Source.x;
			TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta + DEGTORAD(35.0f)) + Source.y;
			TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
			if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
				RwCameraSetNearClipPlane(Scene.camera, 0.4f);
				FailedTestTwelveFramesAgo = true;
			}else{
				TestPoint.x = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Cos(Beta - DEGTORAD(35.0f)) + Source.x;
				TestPoint.y = 3.0f * Cos(Alpha - DEGTORAD(20.0f)) * Sin(Beta - DEGTORAD(35.0f)) + Source.y;
				TestPoint.z = 3.0f * Sin(Alpha - DEGTORAD(20.0f)) + Source.z;
				if(!CWorld::GetIsLineOfSightClear(TestPoint, Source, true, true, false, true, false, true, true)){
					RwCameraSetNearClipPlane(Scene.camera, 0.4f);
					FailedTestTwelveFramesAgo = true;
				}else
					FailedTestTwelveFramesAgo = false;
			}
		}
	}

	if(FailedTestTwelveFramesAgo)
		RwCameraSetNearClipPlane(Scene.camera, 0.4f);
	else if(Mode == MODE_CAMERA)
		RwCameraSetNearClipPlane(Scene.camera, ((15.0f - Min(FOV, 15.0f))*fCameraNearClipMult + 1.0f)*DEFAULT_NEAR);
	Source -= Front*0.4f;

	GetVectorsReadyForRW();
	float Rotation = CGeneral::GetATanOfXY(Front.x, Front.y) - HALFPI;
	((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Rotation;
	((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Rotation;
}

float INIT_SYPHON_GROUND_DIST = 2.419f;
float INIT_SYPHON_ALPHA_OFFSET = -DEGTORAD(3.0f);
float INIT_SYPHON_DEGREE_OFFSET = -DEGTORAD(30.0f);
float FrontOffsetSyphon = -DEGTORAD(25.5f);	// unused
float INIT_SYPHON_Z_OFFSET = -0.5f;

//--MIAMI: done
void
CCam::Process_Syphon(const CVector &CameraTarget, float, float, float)
{
	FOV = DefaultFOV;

	if(!CamTargetEntity->IsPed())
		return;

	static bool CameraObscured = false;
	// unused FailedClippingTestPrevously
	static float BetaOffset = INIT_SYPHON_DEGREE_OFFSET;
	// unused AngleToGoTo
	// unused AngleToGoToSpeed
	// unused DistBetweenPedAndPlayerPreviouslyOn
	static float HeightDown = INIT_SYPHON_Z_OFFSET;
	static float AlphaOffset = INIT_SYPHON_ALPHA_OFFSET;
	static bool NegateBetaOffset = true;
	CVector TargetCoors;
	float fAimingDist;
	float TargetAlpha;

	bool StandingOnMovingThing = false;
	TargetCoors = CameraTarget;
	AlphaOffset = INIT_SYPHON_ALPHA_OFFSET;
	float GroundDist = INIT_SYPHON_GROUND_DIST;

	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;

	float NewBeta = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y) + PI;
	if(ResetStatics){
		BetaOffset = INIT_SYPHON_DEGREE_OFFSET;
		Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
		// some unuseds
		ResetStatics = false;
	}
	if(NegateBetaOffset)
		BetaOffset = -INIT_SYPHON_DEGREE_OFFSET;
	Beta = NewBeta + BetaOffset;
	Source = TargetCoors;
	Source.x += GroundDist*Cos(Beta);
	Source.y += GroundDist*Sin(Beta);
	CPhysical *ground = (CPhysical*)((CPed*)CamTargetEntity)->m_pCurSurface;
	if(ground && (ground->IsVehicle() || ground->IsObject()))
		StandingOnMovingThing = true;
	TargetCoors.z += m_fSyphonModeTargetZOffSet;

	bool PlayerTooClose = false;
	fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D();
	if(fAimingDist < 6.5f){
		fAimingDist = 6.5f;
		PlayerTooClose = true;
	}
	TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z);
	if(ResetStatics)	// BUG: can never happen
		Alpha = -TargetAlpha;
	while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
	while(TargetAlpha < -PI) TargetAlpha += 2*PI;
	while(Alpha >= PI) Alpha -= 2*PI;
	while(Alpha < -PI) Alpha += 2*PI;

	// inlined
	if(StandingOnMovingThing)
		WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f/2.0f, 0.015f/2.0f, true);
	else
		WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);

	Source.z += GroundDist*Sin(Alpha+AlphaOffset) + GroundDist*0.2f;
	if(Source.z < TargetCoors.z + HeightDown)
		Source.z = TargetCoors.z + HeightDown;

	if(!PlayerTooClose){
		CColPoint point;
		CEntity *entity = nil;
		CWorld::pIgnoreEntity = CamTargetEntity;
		if(CWorld::ProcessLineOfSight(TheCamera.m_cvecAimingTargetCoors, Source, point, entity, true, false, false, true, false, false, true)){
			CVector TestFront = TheCamera.m_cvecAimingTargetCoors - Source;
			TestFront.Normalise();
			CVector CamToPlayer = CameraTarget - Source;
			CVector CamToCol = point.point - Source;
			if(DotProduct(TestFront, CamToCol) > DotProduct(TestFront, CamToPlayer)){
				// collision is beyond player
				float ColDist = (TheCamera.m_cvecAimingTargetCoors - point.point).Magnitude();
				CVector PlayerToTarget = TheCamera.m_cvecAimingTargetCoors - CameraTarget;
				float PlayerToTargetDist = PlayerToTarget.Magnitude();
				PlayerToTarget.Normalise();
				CVector Center = TheCamera.m_cvecAimingTargetCoors - ColDist*PlayerToTarget;
				float Radius = (point.point - Center).Magnitude();
				if(CWorld::TestSphereAgainstWorld(Center, Radius, nil, true, false, false, true, false, true)){
					CVector LineToCol = gaTempSphereColPoints[0].point - Center;
					LineToCol -= DotProduct(LineToCol, PlayerToTarget)*PlayerToTarget;
					// unused
					CVector LineToPrevCol = point.point - Center;
					LineToPrevCol -= DotProduct(LineToPrevCol, PlayerToTarget)*PlayerToTarget;
					float LineDist = LineToCol.Magnitude();
					float NewBetaOffset = 0.0f;
					if(LineDist > 0.0f && ColDist > 0.1f){
						// scale offset at center to offset at player
						float DistOffset = LineDist/ColDist * PlayerToTargetDist;
						// turn into an angle
						NewBetaOffset = 0.9f*Asin(Min(DistOffset/GroundDist, 1.0f));
					}
					if(NewBetaOffset < BetaOffset){
						float Ratio = NewBetaOffset / BetaOffset;
						BetaOffset = NewBetaOffset;
						Beta = NewBeta + NewBetaOffset;
						GroundDist *= Max(Ratio, 0.5f);
						Source.x = TargetCoors.x +  GroundDist*Cos(Beta);
						Source.y = TargetCoors.y +  GroundDist*Sin(Beta);
						Source.z += (1.0f-Ratio)*0.5f;
					}
				}
			}
		}
		CWorld::pIgnoreEntity = nil;
	}

	Front = TheCamera.m_cvecAimingTargetCoors - Source;
	float TargetDistGround = Front.Magnitude2D();
	Front.Normalise();
	m_cvecTargetCoorsForFudgeInter = Source + TargetDistGround*Front;
	m_cvecTargetCoorsForFudgeInter.z = TargetCoors.z;

	CVector OrigSource = Source;
	TheCamera.AvoidTheGeometry(OrigSource, CameraTarget + CVector(0.0f, 0.0f, 0.75f), Source, FOV);
	Source.z = OrigSource.z;

	GetVectorsReadyForRW();
}

void
CCam::Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float)
{
	FOV = DefaultFOV;

	if(!CamTargetEntity->IsPed())
		return;

	CVector TargetCoors = CameraTarget;
	CVector vDist;
	float fDist, TargetDist;
	float zOffset;
	float AimingAngle;
	CColPoint colPoint;
	CEntity *entity;

	TargetDist = TheCamera.m_fPedZoomValueSmooth * 0.5f + 4.0f;
	vDist = Source - TargetCoors;
	fDist = vDist.Magnitude2D();
	zOffset = TargetDist - 2.65f;
	if(zOffset < 0.0f)
		zOffset = 0.0f;
	if(zOffset == 0.0f)
		Source = TargetCoors + CVector(1.0f, 1.0f, zOffset);
	else
		Source = TargetCoors + CVector(vDist.x/fDist*TargetDist, vDist.y/fDist*TargetDist, zOffset);

	AimingAngle = CGeneral::GetATanOfXY(TheCamera.m_cvecAimingTargetCoors.x - TargetCoors.x, TheCamera.m_cvecAimingTargetCoors.y - TargetCoors.y);
	while(AimingAngle >= PI) AimingAngle -= 2*PI;
	while(AimingAngle < -PI) AimingAngle += 2*PI;

	if(TheCamera.PlayerWeaponMode.Mode == MODE_SYPHON)
		Beta = AimingAngle + m_fPlayerInFrontSyphonAngleOffSet;

	Source.x = TargetCoors.x;
	Source.y = TargetCoors.y;
	Source.x += Cos(Beta) * TargetDist;
	Source.y += Sin(Beta) * TargetDist;

	if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true)){
		Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
		fDist = (TargetCoors - colPoint.point).Magnitude2D();
		Source.x = TargetCoors.x;
		Source.y = TargetCoors.y;
		Source.x += Cos(Beta) * fDist;
		Source.y += Sin(Beta) * fDist;
	}

	TargetCoors = CameraTarget;
	TargetCoors.z += m_fSyphonModeTargetZOffSet;
	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	Front = TargetCoors - Source;
	GetVectorsReadyForRW();
}

void
CCam::Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsVehicle()){
		ResetStatics = false;
		return;
	}

	CVector TargetCoors = CameraTarget;
	float DeltaBeta = 0.0f;
	static CColPoint colPoint;
	CEntity *entity;
	static float TargetWhenChecksWereOn = 0.0f;
	static float CenterObscuredWhenChecksWereOn = 0.0f;
	static float WaterZAddition = 2.75f;
	float WaterLevel = 0.0f;
	float s, c;

	Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
	FOV = DefaultFOV;

	if(ResetStatics){
		CenterObscuredWhenChecksWereOn = 0.0f;
		TargetWhenChecksWereOn = 0.0f;
		Beta = TargetOrientation + PI;
	}

	CWaterLevel::GetWaterLevelNoWaves(TargetCoors.x, TargetCoors.y, TargetCoors.z, &WaterLevel);
	WaterLevel += WaterZAddition;
	static float FixerForGoingBelowGround = 0.4f;
	if(-FixerForGoingBelowGround < TargetCoors.z-WaterLevel)
		WaterLevel += TargetCoors.z-WaterLevel - FixerForGoingBelowGround;

	bool Obscured;
	if(m_bCollisionChecksOn || ResetStatics){
		CVector TestPoint;
		// Weird calculations here, also casting bool to float...
		c = Cos(TargetOrientation);
		s = Sin(TargetOrientation);
		TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
			(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
			TargetCoors;
		TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
		float Test1 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);

		c = Cos(TargetOrientation + 0.8f);
		s = Sin(TargetOrientation + DEGTORAD(40.0f));
		TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
			(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
			TargetCoors;
		TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
		float Test2 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);

		c = Cos(TargetOrientation - 0.8);
		s = Sin(TargetOrientation - DEGTORAD(40.0f));
		TestPoint = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
			(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
			TargetCoors;
		TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
		float Test3 = CWorld::GetIsLineOfSightClear(TestPoint, TargetCoors, true, false, false, true, false, true, true);

		if(Test2 == 0.0f){
			DeltaBeta = TargetOrientation - Beta - DEGTORAD(40.0f);
			if(ResetStatics)
				Beta = TargetOrientation - DEGTORAD(40.0f);
		}else if(Test3 == 0.0f){
			DeltaBeta = TargetOrientation - Beta + DEGTORAD(40.0f);
			if(ResetStatics)
				Beta = TargetOrientation + DEGTORAD(40.0f);
		}else if(Test1 == 0.0f){
			DeltaBeta = 0.0f;
		}else if(Test2 != 0.0f && Test3 != 0.0f && Test1 != 0.0f){
			if(ResetStatics)
				Beta = TargetOrientation;
			DeltaBeta = TargetOrientation - Beta;
		}

		c = Cos(Beta);
		s = Sin(Beta);
		TestPoint.x = TheCamera.CarZoomValueSmooth * -c +
			(TheCamera.CarZoomValueSmooth + 7.0f) * -c +
			TargetCoors.x;
		TestPoint.y = TheCamera.CarZoomValueSmooth * -s +
			(TheCamera.CarZoomValueSmooth + 7.0f) * -s +
			TargetCoors.y;
		TestPoint.z = WaterLevel + TheCamera.CarZoomValueSmooth;
		Obscured = CWorld::ProcessLineOfSight(TestPoint, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
		CenterObscuredWhenChecksWereOn = Obscured;

		// now DeltaBeta == TargetWhenChecksWereOn - Beta, which we need for WellBufferMe below
		TargetWhenChecksWereOn = DeltaBeta + Beta;
	}else{
		// DeltaBeta = TargetWhenChecksWereOn - Beta;	// unneeded since we don't inline WellBufferMe
		Obscured = CenterObscuredWhenChecksWereOn != 0.0f;
	}

	if(Obscured){
		CWorld::ProcessLineOfSight(Source, TargetCoors, colPoint, entity, true, false, false, true, false, true, true);
		Source = colPoint.point;
	}else{
		// inlined
		WellBufferMe(TargetWhenChecksWereOn, &Beta, &BetaSpeed, 0.07f, 0.015f, true);

		s = Sin(Beta);
		c = Cos(Beta);
		Source = TheCamera.CarZoomValueSmooth * CVector(-c, -s, 0.0f) +
			(TheCamera.CarZoomValueSmooth+7.0f) * CVector(-c, -s, 0.0f) +
			TargetCoors;
		Source.z = WaterLevel + TheCamera.CarZoomValueSmooth;
	}

	if(TheCamera.CarZoomValueSmooth < 0.05f){
		static float AmountUp = 2.2f;
		TargetCoors.z += AmountUp * (0.0f - TheCamera.CarZoomValueSmooth);
	}
	TargetCoors.z += TheCamera.CarZoomValueSmooth + 0.5f;
	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	Front = TargetCoors - Source;
	GetVectorsReadyForRW();
	ResetStatics = false;
}

float FIGHT_HORIZ_DIST = 3.0f;
float FIGHT_VERT_DIST = 1.0f;
float FIGHT_BETA_ANGLE = 125.0f;

void
CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	if(!CamTargetEntity->IsPed())
		return;

	FOV = DefaultFOV;
	float HorizDist = FIGHT_HORIZ_DIST;
	float VertDist = FIGHT_VERT_DIST;
	float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight;
	static bool PreviouslyFailedBuildingChecks = false;
	float TargetCamHeight;
	CVector TargetCoors;

	m_fMinDistAwayFromCamWhenInterPolating = FIGHT_HORIZ_DIST;
	Front = Source - CameraTarget;
	if(ResetStatics)
		Beta = CGeneral::GetATanOfXY(Front.x, Front.y);
	while(TargetOrientation >= PI) TargetOrientation -= 2*PI;
	while(TargetOrientation < -PI) TargetOrientation += 2*PI;
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;

	// Figure out Beta
	BetaLeft = TargetOrientation - DEGTORAD(FIGHT_BETA_ANGLE);
	BetaRight = TargetOrientation + DEGTORAD(FIGHT_BETA_ANGLE);
	DeltaBetaLeft = Beta - BetaLeft;
	DeltaBetaRight = Beta - BetaRight;
	while(DeltaBetaLeft >= PI) DeltaBetaLeft -= 2*PI;
	while(DeltaBetaLeft < -PI) DeltaBetaLeft += 2*PI;
	while(DeltaBetaRight >= PI) DeltaBetaRight -= 2*PI;
	while(DeltaBetaRight < -PI) DeltaBetaRight += 2*PI;

	if(ResetStatics){
		if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
			m_fTargetBeta = DeltaBetaLeft;
		else
			m_fTargetBeta = DeltaBetaRight;
		m_fBufferedTargetOrientation = TargetOrientation;
		m_fBufferedTargetOrientationSpeed = 0.0f;
		m_bCollisionChecksOn = true;
		BetaSpeed = 0.0f;
	}else if(CPad::GetPad(0)->WeaponJustDown()){
		if(Abs(DeltaBetaLeft) < Abs(DeltaBetaRight))
			m_fTargetBeta = DeltaBetaLeft;
		else
			m_fTargetBeta = DeltaBetaRight;
	}

	WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.015f, 0.007f, true);

	Source = CameraTarget + HorizDist*CVector(Cos(Beta), Sin(Beta), 0.0f);
	Source.z += VertDist;

	WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true);
	TargetCoors = CameraTarget + 0.1f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f);

	TargetCamHeight = CameraTarget.z - Source.z + Max(m_fPedBetweenCameraHeightOffset, m_fDimensionOfHighestNearCar) + VertDist;
	if(TargetCamHeight > m_fCamBufferedHeight)
		WellBufferMe(TargetCamHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.15f, 0.04f, false);
	else
		WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.08f, 0.0175f, false);
	Source.z += m_fCamBufferedHeight;

	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	CVector OrigSource = Source;
	TheCamera.AvoidTheGeometry(OrigSource, TargetCoors, Source, FOV);
	Front = TargetCoors - Source;
	Front.Normalise();
	GetVectorsReadyForRW();

	ResetStatics = false;
}

/*
// Spline format is this, but game doesn't seem to use any kind of struct:
struct Spline
{
	float numFrames;
	struct {
		float time;
		float f[3];	// CVector for Vector spline
	} frames[1];	// numFrames
};
*/

// These two functions are pretty ugly

#define MS(t) (uint32)((t)*1000.0f)

void
FindSplinePathPositionFloat(float *out, float *spline, uint32 time, uint32 &marker)
{
	// marker is at time
	uint32 numFrames = spline[0];
	uint32 timeDelta = MS(spline[marker] - spline[marker-4]);
	uint32 endTime = MS(spline[4*(numFrames-1) + 1]);
	if(time < endTime){
		bool canAdvance = true;
		if((marker-1)/4 > numFrames){
			canAdvance = false;
			marker = 4*(numFrames-1) + 1;
		}
		// skipping over small time deltas apparently?
		while(timeDelta <= 75 && canAdvance){
			marker += 4;
			if((marker-1)/4 > numFrames){
				canAdvance = false;
				marker = 4*(numFrames-1) + 1;
			}
			timeDelta = (spline[marker] - spline[marker-4]) * 1000.0f;
		}
	}
	float a = ((float)time - (float)MS(spline[marker-4])) / (float)MS(spline[marker] - spline[marker-4]);
	a = clamp(a, 0.0f, 1.0f);
	float b = 1.0f - a;
	*out =	b*b*b * spline[marker-3] +
		3.0f*a*b*b * spline[marker-1] +
		3.0f*a*a*b * spline[marker+2] +
		a*a*a * spline[marker+1];
}

void
FindSplinePathPositionVector(CVector *out, float *spline, uint32 time, uint32 &marker)
{
	// marker is at time
	uint32 numFrames = spline[0];
	uint32 timeDelta = MS(spline[marker] - spline[marker-10]);
	uint32 endTime = MS(spline[10*(numFrames-1) + 1]);
	if(time < endTime){
		bool canAdvance = true;
		if((marker-1)/10 > numFrames){
			canAdvance = false;
			marker = 10*(numFrames-1) + 1;
		}
		// skipping over small time deltas apparently?
		while(timeDelta <= 75 && canAdvance){
			marker += 10;
			if((marker-1)/10 > numFrames){
				canAdvance = false;
				marker = 10*(numFrames-1) + 1;
			}
			timeDelta = (spline[marker] - spline[marker-10]) * 1000.0f;
		}
	}

	if((marker-1)/10 > numFrames){
		printf("Arraymarker %i \n", marker);
		printf("Path zero %i \n", numFrames);
	}

	float a = ((float)time - (float)MS(spline[marker-10])) / (float)MS(spline[marker] - spline[marker-10]);
	a = clamp(a, 0.0f, 1.0f);
	float b = 1.0f - a;
	out->x =
		b*b*b * spline[marker-9] +
		3.0f*a*b*b * spline[marker-3] +
		3.0f*a*a*b * spline[marker+4] +
		a*a*a * spline[marker+1];
	out->y =
		b*b*b * spline[marker-8] +
		3.0f*a*b*b * spline[marker-2] +
		3.0f*a*a*b * spline[marker+5] +
		a*a*a * spline[marker+2];
	out->z =
		b*b*b * spline[marker-7] +
		3.0f*a*b*b * spline[marker-1] +
		3.0f*a*a*b * spline[marker+6] +
		a*a*a * spline[marker+3];
	*out += TheCamera.m_vecCutSceneOffset;
}

void
CCam::Process_FlyBy(const CVector&, float, float, float)
{
	float UpAngle = 0.0f;
	static float FirstFOVValue = 0.0f;
	static float PsuedoFOV;
	static uint32 ArrayMarkerFOV;
	static uint32 ArrayMarkerUp;
	static uint32 ArrayMarkerSource;
	static uint32 ArrayMarkerFront;

	if(TheCamera.m_bcutsceneFinished)
		return;

	Up = CVector(0.0f, 0.0f, 1.0f);
	if(TheCamera.m_bStartingSpline)
		m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds();
	else{
		m_fTimeElapsedFloat = 0.0f;
		m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]);
		TheCamera.m_bStartingSpline = true;
		FirstFOVValue = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
		PsuedoFOV = TheCamera.m_arrPathArray[0].m_arr_PathData[2];
		ArrayMarkerFOV = 5;
		ArrayMarkerUp = 5;
		ArrayMarkerSource = 11;
		ArrayMarkerFront = 11;
	}

	float fTime = m_fTimeElapsedFloat;
	uint32 uiFinishTime = m_uiFinishTime;
	uint32 uiTime = fTime;
	if(uiTime < uiFinishTime){
		TheCamera.m_fPositionAlongSpline = (float) uiTime / uiFinishTime;

		while(uiTime >= (TheCamera.m_arrPathArray[2].m_arr_PathData[ArrayMarkerSource] - TheCamera.m_arrPathArray[2].m_arr_PathData[1])*1000.0f)
			ArrayMarkerSource += 10;
		FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);

		while(uiTime >= (TheCamera.m_arrPathArray[3].m_arr_PathData[ArrayMarkerFront] - TheCamera.m_arrPathArray[3].m_arr_PathData[1])*1000.0f)
			ArrayMarkerFront += 10;
		FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);

		while(uiTime >= (TheCamera.m_arrPathArray[1].m_arr_PathData[ArrayMarkerUp] - TheCamera.m_arrPathArray[1].m_arr_PathData[1])*1000.0f)
			ArrayMarkerUp += 4;
		FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
		UpAngle = DEGTORAD(UpAngle) + HALFPI;
		Up.x = Cos(UpAngle);
		Up.z = Sin(UpAngle);

		while(uiTime >= (TheCamera.m_arrPathArray[0].m_arr_PathData[ArrayMarkerFOV] - TheCamera.m_arrPathArray[0].m_arr_PathData[1])*1000.0f)
			ArrayMarkerFOV += 4;
		FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);

		m_cvecTargetCoorsForFudgeInter = Front;
		Front = Front - Source;
		Front.Normalise();
		CVector Left = CrossProduct(Up, Front);
		Up = CrossProduct(Front, Left);
		Up.Normalise();
		FOV = PsuedoFOV;
	}else{
		// end
		ArrayMarkerSource = (TheCamera.m_arrPathArray[2].m_arr_PathData[0] - 1)*10 + 1;
		ArrayMarkerFront = (TheCamera.m_arrPathArray[3].m_arr_PathData[0] - 1)*10 + 1;
		ArrayMarkerUp = (TheCamera.m_arrPathArray[1].m_arr_PathData[0] - 1)*4 + 1;
		ArrayMarkerFOV = (TheCamera.m_arrPathArray[0].m_arr_PathData[0] - 1)*4 + 1;

		FindSplinePathPositionVector(&Source, TheCamera.m_arrPathArray[2].m_arr_PathData, uiTime, ArrayMarkerSource);
		FindSplinePathPositionVector(&Front, TheCamera.m_arrPathArray[3].m_arr_PathData, uiTime, ArrayMarkerFront);
		FindSplinePathPositionFloat(&UpAngle, TheCamera.m_arrPathArray[1].m_arr_PathData, uiTime, ArrayMarkerUp);
		UpAngle = DEGTORAD(UpAngle) + HALFPI;
		Up.x = Cos(UpAngle);
		Up.z = Sin(UpAngle);
		FindSplinePathPositionFloat(&PsuedoFOV, TheCamera.m_arrPathArray[0].m_arr_PathData, uiTime, ArrayMarkerFOV);

		TheCamera.m_fPositionAlongSpline = 1.0f;
		ArrayMarkerFOV = 0;
		ArrayMarkerUp = 0;
		ArrayMarkerSource = 0;
		ArrayMarkerFront = 0;

		m_cvecTargetCoorsForFudgeInter = Front;
		Front = Front - Source;
		Front.Normalise();
		CVector Left = CrossProduct(Up, Front);
		Up = CrossProduct(Front, Left);
		Up.Normalise();
		FOV = PsuedoFOV;
	}
}

bool
CCam::Process_WheelCam(const CVector&, float, float, float)
{
	FOV = DefaultFOV;

	if(CamTargetEntity->IsPed()){
		// what? ped with wheels or what?
		Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-0.3f, -0.5f, 0.1f));
		Source += CamTargetEntity->GetPosition();
		Front = CVector(1.0f, 0.0f, 0.0f);
	}else{
		Source = Multiply3x3(CamTargetEntity->GetMatrix(), CVector(-1.4f, -2.3f, 0.3f));
		Source += CamTargetEntity->GetPosition();
		Front = CamTargetEntity->GetForward();
	}

	CVector NewUp(0.0f, 0.0f, 1.0f);
	CVector Right = CrossProduct(Front, NewUp);
	Right.Normalise();
	NewUp = CrossProduct(Right, Front);

	float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
	Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Right;
	return true;
}

void
CCam::Process_Fixed(const CVector &CameraTarget, float, float, float)
{
	Source = m_cvecCamFixedModeSource;
	Front = CameraTarget - Source;
	m_cvecTargetCoorsForFudgeInter = CameraTarget;
	GetVectorsReadyForRW();

	Up = CVector(0.0f, 0.0f, 1.0f) + m_cvecCamFixedModeUpOffSet;
	Up.Normalise();
	CVector Right = CrossProduct(Front, Up);
	Right.Normalise();
	Up = CrossProduct(Right, Front);

	FOV = DefaultFOV;
	if(TheCamera.m_bUseSpecialFovTrain)
		FOV = TheCamera.m_fFovForTrain;

	if(FrontEndMenuManager.m_ControlMethod == 0 && Using3rdPersonMouseCam()){
		CPed *player = FindPlayerPed();
		if(player && player->CanStrafeOrMouseControl()){
			float Heading = Front.Heading();
			((CPed*)TheCamera.pTargetEntity)->m_fRotationCur = Heading;
			((CPed*)TheCamera.pTargetEntity)->m_fRotationDest = Heading;
			TheCamera.pTargetEntity->SetHeading(Heading);
			TheCamera.pTargetEntity->GetMatrix().UpdateRW();
		}
	}
}

void
CCam::Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	CColPoint colPoint;
	CEntity *entity = nil;

	FOV = DefaultFOV;
	Source = CameraTarget;
	Source.x += -4.5f*Cos(TargetOrientation);
	Source.y += -4.5f*Sin(TargetOrientation);
	Source.z = m_vecLastAboveWaterCamPosition.z + 4.0f;

	m_cvecTargetCoorsForFudgeInter = CameraTarget;
	Front = CameraTarget - Source;
	Front.Normalise();
	if(CWorld::ProcessLineOfSight(CameraTarget, Source, colPoint, entity, true, false, false, true, false, true, true))
		Source = colPoint.point;
	GetVectorsReadyForRW();
	Front = CameraTarget - Source;
	Front.Normalise();
}

void
CCam::Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float)
{
	Source = m_cvecCamFixedModeSource;
	m_cvecTargetCoorsForFudgeInter = CameraTarget;
	m_cvecTargetCoorsForFudgeInter.z += m_fSyphonModeTargetZOffSet;
	Front = CameraTarget - Source;
	Front.z += m_fSyphonModeTargetZOffSet;

	GetVectorsReadyForRW();

	Up += m_cvecCamFixedModeUpOffSet;
	Up.Normalise();
	CVector Left = CrossProduct(Up, Front);
	Left.Normalise();
	Front = CrossProduct(Left, Up);
	Front.Normalise();
	FOV = DefaultFOV;
}

void
CCam::Process_LightHouse(const CVector &CameraTarget, float, float, float)
{
	// TODO
}

#ifdef IMPROVED_CAMERA

#define KEYJUSTDOWN(k) ControlsManager.GetIsKeyboardKeyJustDown((RsKeyCodes)k)
#define KEYDOWN(k) ControlsManager.GetIsKeyboardKeyDown((RsKeyCodes)k)
#define CTRLJUSTDOWN(key) \
	       ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYJUSTDOWN((RsKeyCodes)key) || \
	        (KEYJUSTDOWN(rsLCTRL) || KEYJUSTDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))
#define CTRLDOWN(key) ((KEYDOWN(rsLCTRL) || KEYDOWN(rsRCTRL)) && KEYDOWN((RsKeyCodes)key))


void
CCam::Process_Debug(const CVector&, float, float, float)
{
	static float Speed = 0.0f;
	static float PanSpeedX = 0.0f;
	static float PanSpeedY = 0.0f;
	CVector TargetCoors;

	RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
	FOV = DefaultFOV;
	Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
	Beta  += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;
	if(CPad::GetPad(0)->GetLeftMouse()){
		Alpha += DEGTORAD(CPad::GetPad(0)->GetMouseY()/2.0f);
		Beta -= DEGTORAD(CPad::GetPad(0)->GetMouseX()/2.0f);
	}

	TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
	TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
	TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;

	if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
	else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);

	if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W'))
		Speed += 0.1f;
	else if(CPad::GetPad(1)->GetCross() || KEYDOWN('S'))
		Speed -= 0.1f;
	else
		Speed = 0.0f;
	if(Speed > 70.0f) Speed = 70.0f;
	if(Speed < -70.0f) Speed = -70.0f;


	if(KEYDOWN(rsRIGHT) || KEYDOWN('D'))
		PanSpeedX += 0.1f;
	else if(KEYDOWN(rsLEFT) || KEYDOWN('A'))
		PanSpeedX -= 0.1f;
	else
		PanSpeedX = 0.0f;
	if(PanSpeedX > 70.0f) PanSpeedX = 70.0f;
	if(PanSpeedX < -70.0f) PanSpeedX = -70.0f;


	if(KEYDOWN(rsUP))
		PanSpeedY += 0.1f;
	else if(KEYDOWN(rsDOWN))
		PanSpeedY -= 0.1f;
	else
		PanSpeedY = 0.0f;
	if(PanSpeedY > 70.0f) PanSpeedY = 70.0f;
	if(PanSpeedY < -70.0f) PanSpeedY = -70.0f;


	Front = TargetCoors - Source;
	Front.Normalise();
	Source = Source + Front*Speed;

	Up = CVector{ 0.0f, 0.0f, 1.0f };
	CVector Right = CrossProduct(Front, Up);
	Up = CrossProduct(Right, Front);
	Source = Source + Up*PanSpeedY + Right*PanSpeedX;

	if(Source.z < -450.0f)
		Source.z = -450.0f;

	if(CPad::GetPad(1)->GetRightShoulder2JustDown() || KEYJUSTDOWN(rsENTER)){
		if(FindPlayerVehicle())
			FindPlayerVehicle()->Teleport(Source);
		else
			CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
	}

	// stay inside sectors
	while(CWorld::GetSectorX(Source.x) > 95.0f)
		Source.x -= 1.0f;
	while(CWorld::GetSectorX(Source.x) < 5.0f)
		Source.x += 1.0f;
	while(CWorld::GetSectorY(Source.y) > 95.0f)
		Source.y -= 1.0f;
	while(CWorld::GetSectorY(Source.y) < 5.0f)
		Source.y += 1.0f;
	GetVectorsReadyForRW();

	CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1;

	if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
		CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
			12.0f, 0.0f, 0.0f, -12.0f,
			128, 128, 128, 128, 1000.0f, false, 1.0f);

	if(CHud::m_Wants_To_Draw_Hud){
		char str[256];
		sprintf(str, "CamX: %f CamY: %f  CamZ:  %f", Source.x, Source.y, Source.z);
		sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
		sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
	}
}
#else
void
CCam::Process_Debug(const CVector&, float, float, float)
{
	static float Speed = 0.0f;
	CVector TargetCoors;

	RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
	FOV = DefaultFOV;
	Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
	Beta  += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;

	TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 3.0f;
	TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 3.0f;
	TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;

	if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
	else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);

	if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
		Speed += 0.1f;
	else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
		Speed -= 0.1f;
	else
		Speed = 0.0f;
	if(Speed > 70.0f) Speed = 70.0f;
	if(Speed < -70.0f) Speed = -70.0f;

	Front = TargetCoors - Source;
	Front.Normalise();
	Source = Source + Front*Speed;

	if(Source.z < -450.0f)
		Source.z = -450.0f;

	if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
		if(FindPlayerVehicle())
			FindPlayerVehicle()->Teleport(Source);
		else
			CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
	}

	// stay inside sectors
	while(CWorld::GetSectorX(Source.x) > 95.0f)
		Source.x -= 1.0f;
	while(CWorld::GetSectorX(Source.x) < 5.0f)
		Source.x += 1.0f;
	while(CWorld::GetSectorY(Source.y) > 95.0f)
		Source.y -= 1.0f;
	while(CWorld::GetSectorY(Source.y) < 5.0f)
		Source.y += 1.0f;
	GetVectorsReadyForRW();

	if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
		CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
			12.0f, 0.0f, 0.0f, -12.0f,
			128, 128, 128, 128, 1000.0f, false, 1.0f);

	if(CHud::m_Wants_To_Draw_Hud){
		char str[256];
		sprintf(str, "CamX: %f CamY: %f  CamZ:  %f", Source.x, Source.y, Source.z);
		sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
		sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
	}
}
#endif

void
CCam::Process_Editor(const CVector&, float, float, float)
{
	static float Speed = 0.0f;
	CVector TargetCoors;

	if(ResetStatics){
		Source = CVector(796.0f, -937.0, 40.0f);
		CamTargetEntity = nil;
	}
	ResetStatics = false;

	RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
	FOV = DefaultFOV;
	Alpha += DEGTORAD(CPad::GetPad(1)->GetLeftStickY()) / 50.0f;
	Beta  += DEGTORAD(CPad::GetPad(1)->GetLeftStickX())*1.5f / 19.0f;

	if(CamTargetEntity && CSceneEdit::m_bCameraFollowActor){
		TargetCoors = CamTargetEntity->GetPosition();
	}else if(CSceneEdit::m_bRecording){
		TargetCoors.x = Source.x + Cos(Alpha) * Cos(Beta) * 7.0f;
		TargetCoors.y = Source.y + Cos(Alpha) * Sin(Beta) * 7.0f;
		TargetCoors.z = Source.z + Sin(Alpha) * 7.0f;
	}else
		TargetCoors = CSceneEdit::m_vecCamHeading + Source;
	CSceneEdit::m_vecCurrentPosition = TargetCoors;
	CSceneEdit::m_vecCamHeading = TargetCoors - Source;

	if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
	else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);

	if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
		Speed += 0.1f;
	else if(CPad::GetPad(1)->GetCross() || CPad::GetPad(1)->GetRightMouse())
		Speed -= 0.1f;
	else
		Speed = 0.0f;
	if(Speed > 70.0f) Speed = 70.0f;
	if(Speed < -70.0f) Speed = -70.0f;

	Front = TargetCoors - Source;
	Front.Normalise();
	Source = Source + Front*Speed;

	if(Source.z < -450.0f)
		Source.z = -450.0f;

	if(CPad::GetPad(1)->GetRightShoulder2JustDown()){
		if(FindPlayerVehicle())
			FindPlayerVehicle()->Teleport(Source);
		else
			CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
			
	}

	// stay inside sectors
	while(CWorld::GetSectorX(Source.x) > 95.0f)
		Source.x -= 1.0f;
	while(CWorld::GetSectorX(Source.x) < 5.0f)
		Source.x += 1.0f;
	while(CWorld::GetSectorY(Source.y) > 95.0f)
		Source.y -= 1.0f;
	while(CWorld::GetSectorY(Source.y) < 5.0f)
		Source.y += 1.0f;
	GetVectorsReadyForRW();

	if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
		CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
			12.0f, 0.0f, 0.0f, -12.0f,
			128, 128, 128, 128, 1000.0f, false, 1.0f);

	if(CHud::m_Wants_To_Draw_Hud){
		char str[256];
		sprintf(str, "CamX: %f CamY: %f  CamZ:  %f", Source.x, Source.y, Source.z);
		sprintf(str, "Frontx: %f, Fronty: %f, Frontz: %f ", Front.x, Front.y, Front.z);
		sprintf(str, "Look@: %f, Look@: %f, Look@: %f ", Front.x + Source.x, Front.y + Source.y, Front.z + Source.z);
	}
}

void
CCam::Process_ModelView(const CVector &CameraTarget, float, float, float)
{
	CVector TargetCoors = CameraTarget;
	float Angle = Atan2(Front.x, Front.y);
	FOV = DefaultFOV;

	Angle += CPad::GetPad(0)->GetLeftStickX()/1280.0f;
	if(Distance < 10.0f)
		Distance += CPad::GetPad(0)->GetLeftStickY()/1000.0f;
	else
		Distance += CPad::GetPad(0)->GetLeftStickY() * ((Distance - 10.0f)/20.0f + 1.0f) / 1000.0f;
	if(Distance < 1.5f)
		Distance = 1.5f;

	Front.x = Cos(0.3f) * Sin(Angle);
	Front.y = Cos(0.3f) * Cos(Angle);
	Front.z = -Sin(0.3f);
	Source = CameraTarget - Distance*Front;

	GetVectorsReadyForRW();
}

void
CCam::ProcessPedsDeadBaby(void)
{
	float Distance = 0.0f;
	static bool SafeToRotate = false;
	CVector TargetDist, TestPoint;

	FOV = DefaultFOV;
	TargetDist = Source - CamTargetEntity->GetPosition();
	Distance = TargetDist.Magnitude();
	Beta = CGeneral::GetATanOfXY(TargetDist.x, TargetDist.y);
	while(Beta >= PI) Beta -= 2*PI;
	while(Beta < -PI) Beta += 2*PI;

	if(ResetStatics){
		TestPoint = CamTargetEntity->GetPosition() +
			CVector(4.0f * Cos(Alpha) * Cos(Beta),
			        4.0f * Cos(Alpha) * Sin(Beta),
			        4.0f * Sin(Alpha));
		bool Safe1 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);

		TestPoint = CamTargetEntity->GetPosition() +
			CVector(4.0f * Cos(Alpha) * Cos(Beta + DEGTORAD(120.0f)),
			        4.0f * Cos(Alpha) * Sin(Beta + DEGTORAD(120.0f)),
			        4.0f * Sin(Alpha));
		bool Safe2 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);

		TestPoint = CamTargetEntity->GetPosition() +
			CVector(4.0f * Cos(Alpha) * Cos(Beta - DEGTORAD(120.0f)),
			        4.0f * Cos(Alpha) * Sin(Beta - DEGTORAD(120.0f)),
			        4.0f * Sin(Alpha));
		bool Safe3 = CWorld::GetIsLineOfSightClear(TestPoint, CamTargetEntity->GetPosition(), true, false, false, true, false, true, true);

		SafeToRotate = Safe1 && Safe2 && Safe3;

		ResetStatics = false;
	}

	if(SafeToRotate)
		WellBufferMe(Beta + DEGTORAD(175.0f), &Beta, &BetaSpeed, 0.015f, 0.007f, true);

	WellBufferMe(DEGTORAD(89.5f), &Alpha, &AlphaSpeed, 0.015f, 0.07f, true);
	WellBufferMe(35.0f, &Distance, &DistanceSpeed, 0.006f, 0.007f, false);

	Source = CamTargetEntity->GetPosition() +
		CVector(Distance * Cos(Alpha) * Cos(Beta),
		        Distance * Cos(Alpha) * Sin(Beta),
		        Distance * Sin(Alpha));
	m_cvecTargetCoorsForFudgeInter = CamTargetEntity->GetPosition();
	Front = CamTargetEntity->GetPosition() - Source;
	Front.Normalise();
	GetVectorsReadyForRW();
}

float ARRESTDIST_BEHIND_COP = 5.0f;
float ARRESTDIST_RIGHTOF_COP = 3.0f;
float ARRESTDIST_ABOVE_COP = 1.4f;	// unused
float ARRESTDIST_MINFROM_PLAYER = 8.0f;
float ARRESTCAM_LAMP_BEST_DIST = 17.0f;
float ARRESTCAM_ROTATION_SPEED = 0.1f;
float ARRESTCAM_ROTATION_UP = 0.05f;
float ARRESTCAM_S_ROTATION_UP = 0.1f;
float ARRESTDIST_ALONG_GROUND = 5.0f;
float ARRESTDIST_SIDE_GROUND = 10.0f;
float ARRESTDIST_ABOVE_GROUND = 0.7f;
float ARRESTCAM_LAMPPOST_ROTATEDIST = 10.0f;
float ARRESTCAM_LAMPPOST_TRANSLATE = 0.1f;

//--MIAMI: done
bool
CCam::GetLookAlongGroundPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut)
{
	if(Target == nil || Cop == nil)
		return false;
	CVector CopToTarget = TargetCoors - Cop->GetPosition();
	CopToTarget.z = 0.0f;
	CopToTarget.Normalise();
	SourceOut = TargetCoors + ARRESTDIST_ALONG_GROUND*CopToTarget;
	CVector Side = CrossProduct(CopToTarget, CVector(0.0f, 0.0f, 1.0f));
	SourceOut += ARRESTDIST_SIDE_GROUND*Side;
	SourceOut.z += 5.0f;
	bool found = false;
	float ground = CWorld::FindGroundZFor3DCoord(SourceOut.x, SourceOut.y, SourceOut.z, &found);
	if(found)
		SourceOut.z = ground + ARRESTDIST_ABOVE_GROUND;
	return true;
}

//--MIAMI: done
bool
CCam::GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut)
{
	int i;
	int16 NumObjects;
	CEntity *Objects[16];
	CEntity *NearestLampPost = nil;
	CWorld::FindObjectsInRange(TargetCoors, 30.0f, true, &NumObjects, 15, Objects, false, false, false, true, true);
	float NearestDist = 10000.0f;
	for(i = 0; i < NumObjects; i++){
		if(Objects[i]->IsStatic() && Objects[i]->GetUp().z > 0.9f && IsLampPost(Objects[i]->GetModelIndex())){
			float Dist = (Objects[i]->GetPosition() - TargetCoors).Magnitude2D();
			if(Abs(ARRESTCAM_LAMP_BEST_DIST - Dist) < NearestDist){
				CVector TestStart = Objects[i]->GetColModel()->boundingBox.max;
				TestStart = Objects[i]->GetMatrix() * TestStart;
				CVector TestEnd = TestStart - TargetCoors;
				TestEnd.Normalise();
				TestEnd += TargetCoors;
				if(CWorld::GetIsLineOfSightClear(TestStart, TestEnd, true, false, false, false, false, true, true)){
					NearestDist = Abs(ARRESTCAM_LAMP_BEST_DIST - Dist);
					NearestLampPost = Objects[i];
					SourceOut = TestStart;
				}
			}
		}
	}
	return NearestLampPost != nil;
}

//--MIAMI: done
bool
CCam::GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut)
{
	if(Target == nil || Cop == nil)
		return false;
	CVector CopCoors = Cop->GetPosition();
	CVector CopToTarget = TargetCoors - CopCoors;
	CVector Side = CrossProduct(CopToTarget, CVector(0.0f, 0.0f, 1.0f));
	Side.Normalise();
	CopCoors += ARRESTDIST_RIGHTOF_COP * Side;
	CopToTarget.Normalise();
	if(CopToTarget.z < -0.7071f){
		CopToTarget.z = -0.7071f;
		float GroundDist = CopToTarget.Magnitude2D();
		if(GroundDist > 0.0f){
			CopToTarget.x *= 0.7071f/GroundDist;
			CopToTarget.y *= 0.7071f/GroundDist;
		}
		CopToTarget.Normalise();
	}else{
		if(CopToTarget.z > 0.0f){
			CopToTarget.z = 0.0f;
			CopToTarget.Normalise();
		}
	}
	CopCoors -= ARRESTDIST_BEHIND_COP * CopToTarget;
	CopToTarget = TargetCoors - CopCoors;
	float Dist = CopToTarget.Magnitude();
	if(Dist < ARRESTDIST_MINFROM_PLAYER && Dist > 0.0f)
		CopToTarget *= ARRESTDIST_MINFROM_PLAYER/Dist;
	SourceOut = TargetCoors - CopToTarget;
	return true;
}

enum {
	ARRESTCAM_OVERSHOULDER = 1,
	ARRESTCAM_ALONGGROUND,
	ARRESTCAM_ALONGGROUND_RIGHT,
	ARRESTCAM_ALONGGROUND_RIGHT_UP,
	ARRESTCAM_ALONGGROUND_LEFT,
	ARRESTCAM_ALONGGROUND_LEFT_UP,
	ARRESTCAM_LAMPPOST,
};

int nUsingWhichCamera;
CPed *pStoredCopPed;

//--MIAMI: done
bool
CCam::ProcessArrestCamOne(void)
{
	CVector TargetPos;
	CVector CamSource;
	CPed *cop = nil;
	FOV = 45.0f;
	bool foundPos = false;
	int ArrestModes[5] = { -1, -1, -1, -1, -1 };

	if(ResetStatics){
		CPed *targetPed = (CPed*)TheCamera.pTargetEntity;
		nUsingWhichCamera = 0;
		if(TheCamera.pTargetEntity->IsPed()){
			((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID);
			if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop)
				cop = FindPlayerPed()->m_pArrestingCop;
			if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.5f){
				ArrestModes[0] = ARRESTCAM_OVERSHOULDER;
				ArrestModes[1] = ARRESTCAM_ALONGGROUND;
				ArrestModes[2] = ARRESTCAM_OVERSHOULDER;
				ArrestModes[3] = ARRESTCAM_LAMPPOST;
			}else{
				ArrestModes[0] = ARRESTCAM_ALONGGROUND;
				ArrestModes[1] = ARRESTCAM_OVERSHOULDER;
				ArrestModes[2] = ARRESTCAM_LAMPPOST;
			}
		}else if(TheCamera.pTargetEntity->IsVehicle()){
			CVehicle *targetVehicle = (CVehicle*)TheCamera.pTargetEntity;
			if(targetVehicle->pDriver && targetVehicle->pDriver->IsPlayer()){
				targetPed = targetVehicle->pDriver;
				targetPed->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID);
			}else{
				targetPed = nil;
				TargetPos = targetVehicle->GetPosition();
			}

			if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop)
				cop = FindPlayerPed()->m_pArrestingCop;
			if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.65f){
				ArrestModes[0] = ARRESTCAM_OVERSHOULDER;
				ArrestModes[1] = ARRESTCAM_LAMPPOST;
				ArrestModes[2] = ARRESTCAM_ALONGGROUND;
				ArrestModes[3] = ARRESTCAM_OVERSHOULDER;
			}else{
				ArrestModes[0] = ARRESTCAM_LAMPPOST;
				ArrestModes[1] = ARRESTCAM_ALONGGROUND;
				ArrestModes[2] = ARRESTCAM_OVERSHOULDER;
			}
		}else
			return false;

		for(int i = 0; nUsingWhichCamera == 0 && i < ARRAY_SIZE(ArrestModes) && ArrestModes[i] > 0; i++){
			switch(ArrestModes[i]){
			case ARRESTCAM_OVERSHOULDER:
				if(cop){
					foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource);
					pStoredCopPed = cop;
					cop = nil;
				}else if(targetPed){
					for(int j = 0; j < targetPed->m_numNearPeds; j++){
						CPed *nearPed = targetPed->m_nearPeds[j];
						if(nearPed->GetPedState() == PED_ARREST_PLAYER)
							foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, nearPed, TargetPos, CamSource);
						if(foundPos){
							pStoredCopPed = nearPed;
							break;
						}
					}
				}
				break;
			case ARRESTCAM_ALONGGROUND:
				if(cop){
					foundPos = GetLookAlongGroundPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource);
					pStoredCopPed = cop;
					cop = nil;
				}else if(targetPed){
					for(int j = 0; j < targetPed->m_numNearPeds; j++){
						CPed *nearPed = targetPed->m_nearPeds[j];
						if(nearPed->GetPedState() == PED_ARREST_PLAYER)
							foundPos = GetLookAlongGroundPos(TheCamera.pTargetEntity, nearPed, TargetPos, CamSource);
						if(foundPos){
							pStoredCopPed = nearPed;
							break;
						}
					}
				}
				break;
			case ARRESTCAM_LAMPPOST:
				foundPos = GetLookFromLampPostPos(TheCamera.pTargetEntity, cop, TargetPos, CamSource);
				break;
			}

			if(foundPos){
				if(pStoredCopPed)
					pStoredCopPed->RegisterReference((CEntity**)&pStoredCopPed);
				nUsingWhichCamera = ArrestModes[i];
				if(ArrestModes[i] == ARRESTCAM_ALONGGROUND){
					float rnd = CGeneral::GetRandomNumberInRange(0.0f, 5.0f);
					if(rnd < 1.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND;
					else if(rnd < 2.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_RIGHT;
					else if(rnd < 3.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_RIGHT_UP;
					else if(rnd < 4.0f) nUsingWhichCamera = ARRESTCAM_ALONGGROUND_LEFT;
					else nUsingWhichCamera = ARRESTCAM_ALONGGROUND_LEFT_UP;
				}
			}else
				pStoredCopPed = nil;
		}

		CVector OrigSource = Source;
		TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV);
		Front = TargetPos - Source;
		Front.Normalise();
		Up = CVector(0.0f, 0.0f, 1.0f);
		CVector Right = CrossProduct(Front, Up);
		Right.Normalise();
		Up = CrossProduct(Right, Front);
		if(nUsingWhichCamera != 0)
			ResetStatics = false;
		return true;
	}

	if(TheCamera.pTargetEntity->IsPed()){
		((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID);
	}else if(TheCamera.pTargetEntity->IsVehicle()){
		CPed *driver = ((CVehicle*)TheCamera.pTargetEntity)->pDriver;
		if(driver && driver->IsPlayer())
			driver->m_pedIK.GetComponentPosition(*(RwV3d*)&TargetPos, PED_MID);
		else
			TargetPos = TheCamera.pTargetEntity->GetPosition();
	}else
		return false;

	if(nUsingWhichCamera == ARRESTCAM_OVERSHOULDER && pStoredCopPed){
		foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, pStoredCopPed, TargetPos, CamSource);
		if(CamSource.z > Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep())
			CamSource.z = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep();
	}else if(nUsingWhichCamera >= ARRESTCAM_ALONGGROUND_RIGHT && nUsingWhichCamera <= ARRESTCAM_ALONGGROUND_LEFT_UP){
		CamSource = Source;
		Front = TargetPos - CamSource;
		Front.Normalise();
		Up = CVector(0.0f, 0.0f, 1.0f);
		CVector Right = CrossProduct(Front, Up);
		if(nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT || nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT_UP)
			Right *= -1.0f;
		if(CWorld::TestSphereAgainstWorld(CamSource + 0.5f*Right, 0.4f, TheCamera.pTargetEntity, true, true, false, true, false, true) == nil){
			foundPos = true;
			CamSource += Right*ARRESTCAM_ROTATION_SPEED*CTimer::GetTimeStep();
			if(nUsingWhichCamera == ARRESTCAM_ALONGGROUND_RIGHT_UP || nUsingWhichCamera == ARRESTCAM_ALONGGROUND_LEFT_UP){
				CamSource.z += ARRESTCAM_ROTATION_UP*CTimer::GetTimeStep();
			}else{
				bool found = false;
				float ground = CWorld::FindGroundZFor3DCoord(CamSource.x, CamSource.y, CamSource.z, &found);
				if(found)
					CamSource.z = ground + ARRESTDIST_ABOVE_GROUND;
			}
		}
	}else if(nUsingWhichCamera == ARRESTCAM_LAMPPOST){
		CamSource = Source;
		Front = TargetPos - CamSource;
		Front.z = 0.0f;
		Front.Normalise();
		Up = CVector(0.0f, 0.0f, 1.0f);
		CVector Right = CrossProduct(Front, Up);
		Right.Normalise();
		Front = TargetPos - CamSource + Right*ARRESTCAM_LAMPPOST_ROTATEDIST;
		Front.z = 0.0f;
		Front.Normalise();
		if(CWorld::TestSphereAgainstWorld(CamSource + 0.5f*Front, 0.4f, TheCamera.pTargetEntity, true, true, false, true, false, true) == nil){
			foundPos = true;
			CamSource += Front*ARRESTCAM_LAMPPOST_TRANSLATE*CTimer::GetTimeStep();
		}
	}

	if(foundPos){
		Source = CamSource;
		CVector OrigSource = Source;
		TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV);
		Front = TargetPos - Source;
		Front.Normalise();
		Up = CVector(0.0f, 0.0f, 1.0f);
		CVector Right = CrossProduct(Front, Up);
		Right.Normalise();
		Up = CrossProduct(Right, Front);
	}else{
		CVector OrigSource = Source;
		TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV);
	}

	return true;
}

bool
CCam::ProcessArrestCamTwo(void)
{
	CPed *player = CWorld::Players[CWorld::PlayerInFocus].m_pPed;
	if(!ResetStatics)
		return true;
	ResetStatics = false;

	CVector TargetCoors, ToCamera;
	float BetaOffset;
	float SourceX, SourceY;
	CCam *ActiveCam = &TheCamera.Cams[TheCamera.ActiveCam];
	if(&ActiveCam[1] == this){
		SourceX = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.x;
		SourceY = TheCamera.Cams[(TheCamera.ActiveCam + 1) % 2].Source.y;
	}else{
		SourceX = ActiveCam[1].Source.x;
		SourceY = ActiveCam[1].Source.y;
	}

	for(int i = 0; i <= 1; i++){
		int Dir = i == 0 ? 1 : -1;

		TargetCoors = player->GetPosition();
		Beta = CGeneral::GetATanOfXY(TargetCoors.x-SourceX, TargetCoors.y-SourceY);
		BetaOffset = DEGTORAD(Dir*80);
		Source = TargetCoors + 11.5f*CVector(Cos(Beta+BetaOffset), Sin(Beta+BetaOffset), 0.0f);

		ToCamera = Source - TargetCoors;
		ToCamera.Normalise();
		TargetCoors.x += 0.4f*ToCamera.x;
		TargetCoors.y += 0.4f*ToCamera.y;
		if(CWorld::GetIsLineOfSightClear(Source, TargetCoors, true, true, false, true, false, true, true)){
			Source.z += 5.5f;
			TargetCoors += CVector(-0.8f*ToCamera.x, -0.8f*ToCamera.y, 2.2f);
			m_cvecTargetCoorsForFudgeInter = TargetCoors;
			Front = TargetCoors - Source;
			ResetStatics = false;
			GetVectorsReadyForRW();
			return true;
		}
	}
	return false;
}


#ifdef FREE_CAM
void
CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
{
	FOV = DefaultFOV;

	const float MinDist = 2.0f;
	const float MaxDist = 2.0f + TheCamera.m_fPedZoomValueSmooth;
	const float BaseOffset = 0.75f;	// base height of camera above target

	CVector TargetCoors = CameraTarget;

	TargetCoors.z += m_fSyphonModeTargetZOffSet;
	TargetCoors = DoAverageOnVector(TargetCoors);
	TargetCoors.z += BaseOffset;	// add offset so alpha evens out to 0
//	TargetCoors.z += m_fRoadOffSet;

	CVector Dist = Source - TargetCoors;
	CVector ToCam;

	bool Shooting = false;
	if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED)
		if(CPad::GetPad(0)->GetWeapon())
			Shooting = true;
	if(((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR ||
	   ((CPed*)CamTargetEntity)->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT)
		Shooting = false;


	if(ResetStatics){
		// Coming out of top down here probably
		// so keep Beta, reset alpha and calculate vectors
		Beta = CGeneral::GetATanOfXY(Dist.x, Dist.y);
		Alpha = 0.0f;

		Dist = MaxDist*CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
		Source = TargetCoors + Dist;

		ResetStatics = false;
	}

	// Drag the camera along at the look-down offset
	float CamDist = Dist.Magnitude();
	if(CamDist == 0.0f)
		Dist = CVector(1.0f, 1.0f, 0.0f);
	else if(CamDist < MinDist)
		Dist *= MinDist/CamDist;
	else if(CamDist > MaxDist)
		Dist *= MaxDist/CamDist;
	CamDist = Dist.Magnitude();

	// Beta = 0 is looking east, HALFPI is north, &c.
	// Alpha positive is looking up
	float GroundDist = Dist.Magnitude2D();
	Beta = CGeneral::GetATanOfXY(-Dist.x, -Dist.y);
	Alpha = CGeneral::GetATanOfXY(GroundDist, -Dist.z);
	while(Beta >= PI) Beta -= 2.0f*PI;
	while(Beta < -PI) Beta += 2.0f*PI;
	while(Alpha >= PI) Alpha -= 2.0f*PI;
	while(Alpha < -PI) Alpha += 2.0f*PI;

	// Look around
	bool UseMouse = false;
	float MouseX = CPad::GetPad(0)->GetMouseX();
	float MouseY = CPad::GetPad(0)->GetMouseY();
	float LookLeftRight, LookUpDown;
/*
	if((MouseX != 0.0f || MouseY != 0.0f) && !CPad::GetPad(0)->ArePlayerControlsDisabled()){
		UseMouse = true;
		LookLeftRight = -2.5f*MouseX;
		LookUpDown = 4.0f*MouseY;
	}else
*/
	{
		LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight();
		LookUpDown = -CPad::GetPad(0)->LookAroundUpDown();
	}
	float AlphaOffset, BetaOffset;
	if(UseMouse){
		BetaOffset = LookLeftRight * TheCamera.m_fMouseAccelHorzntl * FOV/80.0f;
		AlphaOffset = LookUpDown * TheCamera.m_fMouseAccelVertical * FOV/80.0f;
	}else{
		BetaOffset = LookLeftRight * fStickSens * (1.0f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
		AlphaOffset = LookUpDown * fStickSens * (0.6f/20.0f) * FOV/80.0f * CTimer::GetTimeStep();
	}

	// Stop centering once stick has been touched
	if(BetaOffset)
		Rotating = false;

	Beta += BetaOffset;
	Alpha += AlphaOffset;
	while(Beta >= PI) Beta -= 2.0f*PI;
	while(Beta < -PI) Beta += 2.0f*PI;
	if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
	else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);


	float BetaDiff = TargetOrientation+PI - Beta;
	while(BetaDiff >= PI) BetaDiff -= 2.0f*PI;
	while(BetaDiff < -PI) BetaDiff += 2.0f*PI;
	float TargetAlpha = Alpha;
	// 12deg to account for our little height offset. we're not working on the true alpha here
	const float AlphaLimitUp = DEGTORAD(15.0f) + DEGTORAD(12.0f);
	const float AlphaLimitDown = -DEGTORAD(15.0f) + DEGTORAD(12.0f);
	if(Abs(BetaDiff) < DEGTORAD(25.0f) && ((CPed*)CamTargetEntity)->GetMoveSpeed().Magnitude2D() > 0.01f){
		// Limit alpha when player is walking towards camera
		if(TargetAlpha > AlphaLimitUp) TargetAlpha = AlphaLimitUp;
		if(TargetAlpha < AlphaLimitDown) TargetAlpha = AlphaLimitDown;
	}

	WellBufferMe(TargetAlpha, &Alpha, &AlphaSpeed, 0.2f, 0.1f, true);

	if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
		m_fTargetBeta = TargetOrientation;
		Rotating = true;
	}

	if(Rotating){
		WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, 0.1f, 0.06f, true);
		float DeltaBeta = m_fTargetBeta - Beta;
		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
		if(Abs(DeltaBeta) < 0.06f)
			Rotating = false;
	}

	if(TheCamera.m_bUseTransitionBeta)
		Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));

	if(TheCamera.m_bUseTransitionBeta)
		Beta = CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));

	Front = CVector(Cos(Alpha) * Cos(Beta), Cos(Alpha) * Sin(Beta), Sin(Alpha));
	Source = TargetCoors - Front*CamDist;
	TargetCoors.z -= BaseOffset;	// now get back to the real target coors again

	m_cvecTargetCoorsForFudgeInter = TargetCoors;


	Front = TargetCoors - Source;
	Front.Normalise();



	/*
	 * Handle collisions - taken from FollowPedWithMouse
	 */

	CEntity *entity;
	CColPoint colPoint;
	// Clip Source and fix near clip
	CWorld::pIgnoreEntity = CamTargetEntity;
	entity = nil;
	if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, true, true, true, false, false, true)){
		float PedColDist = (TargetCoors - colPoint.point).Magnitude();
		float ColCamDist = CamDist - PedColDist;
		if(entity->IsPed() && ColCamDist > DEFAULT_NEAR + 0.1f){
			// Ped in the way but not clipping through
			if(CWorld::ProcessLineOfSight(colPoint.point, Source, colPoint, entity, true, true, true, true, false, false, true)){
				PedColDist = (TargetCoors - colPoint.point).Magnitude();
				Source = colPoint.point;
				if(PedColDist < DEFAULT_NEAR + 0.3f)
					RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
			}else{
				RwCameraSetNearClipPlane(Scene.camera, Min(ColCamDist-0.35f, DEFAULT_NEAR));
			}
		}else{
			Source = colPoint.point;
			if(PedColDist < DEFAULT_NEAR + 0.3f)
				RwCameraSetNearClipPlane(Scene.camera, Max(PedColDist-0.3f, 0.05f));
		}
	}
	CWorld::pIgnoreEntity = nil;

	float ViewPlaneHeight = Tan(DEGTORAD(FOV) / 2.0f);
	float ViewPlaneWidth = ViewPlaneHeight * CDraw::CalculateAspectRatio() * fTweakFOV;
	float Near = RwCameraGetNearClipPlane(Scene.camera);
	float radius = ViewPlaneWidth*Near;
	entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
	int i = 0;
	while(entity){
		CVector CamToCol = gaTempSphereColPoints[0].point - Source;
		float frontDist = DotProduct(CamToCol, Front);
		float dist = (CamToCol - Front*frontDist).Magnitude() / ViewPlaneWidth;

		// Try to decrease near clip
		dist = Max(Min(Near, dist), 0.1f);
		if(dist < Near)
			RwCameraSetNearClipPlane(Scene.camera, dist);

		// Move forward a bit
		if(dist == 0.1f)
			Source += (TargetCoors - Source)*0.3f;

		// Keep testing
		Near = RwCameraGetNearClipPlane(Scene.camera);
		radius = ViewPlaneWidth*Near;
		entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);

		i++;
		if(i > 5)
			entity = nil;
	}

	GetVectorsReadyForRW();
}

// LCS cam hehe
void
CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float, float)
{
	// Missing things on III CCam
	static CVector m_aTargetHistoryPosOne;
	static CVector m_aTargetHistoryPosTwo;
	static CVector m_aTargetHistoryPosThree;
	static int m_nCurrentHistoryPoints = 0;
	static float lastBeta = -9999.0f;
	static float lastAlpha = -9999.0f;
	static float stepsLeftToChangeBetaByMouse;
	static float dontCollideWithCars;
	static bool alphaCorrected;
	static float heightIncreaseMult;

	if (!CamTargetEntity->IsVehicle())
		return;

	CVehicle* car = (CVehicle*)CamTargetEntity;
	CVector TargetCoors = CameraTarget;
	uint8 camSetArrPos = 0;

	// We may need those later
	bool isPlane = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE;
	bool isHeli = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI;
	bool isBike = car->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE || car->IsBike();
	bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;

	CPad* pad = CPad::GetPad(0);

	// Next direction is non-existent in III
	uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
		DirectionWasLooking == LOOKING_FORWARD;

	if (car->GetModelIndex() == MI_FIRETRUCK) {
		camSetArrPos = 7;
	} else if (car->GetModelIndex() == MI_RCBANDIT || car->GetModelIndex() == MI_RCBARON) {
		camSetArrPos = 5;
	} else if (car->GetModelIndex() == MI_RCGOBLIN || car->GetModelIndex() == MI_RCRAIDER) {
		camSetArrPos = 6;
	} else if (car->IsBoat()) {
		camSetArrPos = 4;
	} else if (isBike) {
		camSetArrPos = 1;
	} else if (isPlane) {
		camSetArrPos = 3;
	} else if (isHeli) {
		camSetArrPos = 2;
	}

	// LCS one but index 1(firetruck) moved to last
	float CARCAM_SET[][15] = {
		{1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // cars
		{1.1f, 1.0f, 0.1f, 10.0f, 11.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.75f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // bike
		{1.1f, 1.0f, 0.2f, 10.0f, 15.0f, 0.05f, 0.05f, 0.0f, 0.9f, 0.05f, 0.01f, 0.05f, 1.0f, DEGTORAD(10.0f), DEGTORAD(70.0f)}, // heli (SA values)
		{1.1f, 3.5f, 0.2f, 10.0f, 25.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(89.0f), DEGTORAD(89.0f)}, // plane (SA values)
		{0.9f, 1.0f, 0.1f, 10.0f, 15.0f, 0.5f, 1.0f, 0.0f, 0.9f, 0.05f, 0.005f, 0.05f, 1.0f, -0.2f, DEGTORAD(70.0f)}, // boat
		{1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(45.0f), DEGTORAD(89.0f)}, // rc cars
		{1.1f, 1.0f, 0.2f, 10.0f, 5.0f, 0.5f, 1.0f, 1.0f, 0.75f, 0.1f, 0.005f, 0.2f, 1.0f, DEGTORAD(20.0f), DEGTORAD(70.0f)}, // rc heli/planes
		{1.3f, 1.0f, 0.4f, 10.0f, 15.0f, 0.5f, 1.0f, 1.0f, 0.85f, 0.2f, 0.075f, 0.05f, 0.8f, -0.18f, DEGTORAD(40.0f)}, // firetruck...
	};

	// RC Heli/planes use same alpha values with heli/planes (LCS firetruck will fallback to 0)
	uint8 alphaArrPos = (camSetArrPos > 4 ? (isPlane ? 3 : (isHeli ? 2 : 0)) : camSetArrPos);
	float zoomModeAlphaOffset = 0.0f;
	static float ZmOneAlphaOffsetLCS[] = { 0.12f, 0.08f, 0.15f, 0.08f, 0.08f };
	static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f };
	static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f };

	if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE)
		zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
	else {
		switch ((int)TheCamera.CarZoomIndicator) {
			// near
		case CAM_ZOOM_1:
			zoomModeAlphaOffset = ZmOneAlphaOffsetLCS[alphaArrPos];
			break;
			// mid
		case CAM_ZOOM_2:
			zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
			break;
			// far
		case CAM_ZOOM_3:
			zoomModeAlphaOffset = ZmThreeAlphaOffsetLCS[alphaArrPos];
			break;
		default:
			break;
		}
	}

	CColModel* carCol = (CColModel*)car->GetColModel();
	float colMaxZ = carCol->boundingBox.max.z;  // As opposed to LCS and SA, VC does this: carCol->boundingBox.max.z - carCol->boundingBox.min.z;
	float approxCarLength = 2.0f * Abs(carCol->boundingBox.min.y); // SA taxi min.y = -2.95, max.z = 0.883502f

	float newDistance = TheCamera.CarZoomValueSmooth + CARCAM_SET[camSetArrPos][1] + approxCarLength;

	// Taken from VC CCam::Cam_On_A_String_Unobscured. If we don't this, we will end up seeing the world from the inside of RC Goblin/Raider.
	// I couldn't find where SA does that. It's possible that they've increased the size of these veh.'s collision bounding box.
	if (car->m_modelIndex == MI_RCRAIDER || car->m_modelIndex == MI_RCBANDIT) {
		newDistance += 6.0f;
	} else if (car->m_modelIndex == MI_RCBARON) {
		newDistance += 9.5f;
	}

	float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];

	if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) {
		float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2];
		if (radiusToStayOutside > 0.0f) {
			TargetCoors.z += radiusToStayOutside;
			newDistance += radiusToStayOutside;
			zoomModeAlphaOffset += 0.3f / newDistance * radiusToStayOutside;
		}
	} else {
		// 0.6f = fTestShiftHeliCamTarget
		TargetCoors += 0.6f * car->GetUp() * colMaxZ;
	}

	if (car->m_modelIndex == MI_RCGOBLIN)
		zoomModeAlphaOffset += 0.178997f;

	float minDistForVehType = CARCAM_SET[camSetArrPos][4];

	if (TheCamera.CarZoomIndicator == CAM_ZOOM_1 && (camSetArrPos < 2 || camSetArrPos == 7)) {
		minDistForVehType = minDistForVehType * 0.65f;
	}

	float nextDistance = Max(newDistance, minDistForVehType);

	CA_MAX_DISTANCE = newDistance;
	CA_MIN_DISTANCE = 3.5f;

	if (ResetStatics) {
		FOV = DefaultFOV;

		// TODO(Miami): Remove that when cam is done!
		// GTA 3 has this in veh. camera
		if (TheCamera.m_bIdleOn)
			TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
	} else {
		if (isCar || isBike) {
			// 0.4f: CAR_FOV_START_SPEED
			if (DotProduct(car->GetForward(), car->m_vecMoveSpeed) > 0.4f)
				FOV += (DotProduct(car->GetForward(), car->m_vecMoveSpeed) - 0.4f) * CTimer::GetTimeStep();
		}

		if (FOV > DefaultFOV)
			// 0.98f: CAR_FOV_FADE_MULT
			FOV = pow(0.98f, CTimer::GetTimeStep()) * (FOV - DefaultFOV) + DefaultFOV;

		if (FOV <= DefaultFOV + 30.0f) {
			if (FOV < DefaultFOV)
				FOV = DefaultFOV;
		} else
			FOV = DefaultFOV + 30.0f;
	}

	// WORKAROUND: I still don't know how looking behind works (m_bCamDirectlyInFront is unused in III, they seem to use m_bUseTransitionBeta)
	if (pad->GetLookBehindForCar())
		if (DirectionWasLooking == LOOKING_FORWARD || !LookingBehind)
			TheCamera.m_bCamDirectlyInFront = true;

	// Taken from RotCamIfInFrontCar, because we don't call it anymore
	if (!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()))
		if (DirectionWasLooking != LOOKING_FORWARD)
			TheCamera.m_bCamDirectlyBehind = true;

	// Called when we just entered the car, just started to look behind or returned back from looking left, right or behind
	if (ResetStatics || TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront) {
		ResetStatics = false;
		Rotating = false;
		m_bCollisionChecksOn = true;


		// TODO(Miami): Uncomment that when cam is done!

		// Garage exit cam is not working well in III...
		// if (!TheCamera.m_bJustCameOutOfGarage)
		// {
		Alpha = 0.0f;
		Beta = car->GetForward().Heading() - HALFPI;
		if (TheCamera.m_bCamDirectlyInFront) {
			Beta += PI;
		}
		// }

		BetaSpeed = 0.0;
		AlphaSpeed = 0.0;
		Distance = 1000.0;

		Front.x = -(cos(Beta) * cos(Alpha));
		Front.y = -(sin(Beta) * cos(Alpha));
		Front.z = sin(Alpha);

		m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front;

		m_aTargetHistoryPosTwo = TargetCoors - newDistance * Front;

		m_nCurrentHistoryPoints = 0;
		if (!TheCamera.m_bJustCameOutOfGarage)
			Alpha = -zoomModeAlphaOffset;
	}

	Front = TargetCoors - m_aTargetHistoryPosOne;
	Front.Normalise();

	// Code that makes cam rotate around the car
	float camRightHeading = Front.Heading() - HALFPI;
	if (camRightHeading < -PI)
		camRightHeading = camRightHeading + TWOPI;

	float velocityRightHeading;
	if (car->m_vecMoveSpeed.Magnitude2D() <= 0.02f)
		velocityRightHeading = camRightHeading;
	else
		velocityRightHeading = car->m_vecMoveSpeed.Heading() - HALFPI;

	if (velocityRightHeading < camRightHeading - PI)
		velocityRightHeading = velocityRightHeading + TWOPI;
	else if (velocityRightHeading > camRightHeading + PI)
		velocityRightHeading = velocityRightHeading - TWOPI;

	float betaChangeMult1 = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][10];
	float betaChangeLimit = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][11];

	float betaChangeMult2 = (car->m_vecMoveSpeed - DotProduct(car->m_vecMoveSpeed, Front) * Front).Magnitude();

	float betaChange = Min(1.0f, betaChangeMult1 * betaChangeMult2) * (velocityRightHeading - camRightHeading);
	if (betaChange <= betaChangeLimit) {
		if (betaChange < -betaChangeLimit)
			betaChange = -betaChangeLimit;
	} else {
		betaChange = betaChangeLimit;
	}
	float targetBeta = camRightHeading + betaChange;

	if (targetBeta < Beta - HALFPI)
		targetBeta += TWOPI;
	else if (targetBeta > Beta + PI)
		targetBeta -= TWOPI;

	float carPosChange = (TargetCoors - m_aTargetHistoryPosTwo).Magnitude();
	if (carPosChange < newDistance && newDistance > minDistForThisCar) {
		newDistance = Max(minDistForThisCar, carPosChange);
	}
	float maxAlphaAllowed = CARCAM_SET[camSetArrPos][13];

	// Originally this is to prevent camera enter into car while we're stopping, but what about moving???
	// This is also original LCS and SA bug, or some attempt to fix lag. We'll never know

	// if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
		if (car->GetModelIndex() != MI_FIRETRUCK)
			if (!isBike || ((CBike*)car)->m_nWheelsOnGround > 3)
				if (!isHeli && (!isPlane || ((CAutomobile*)car)->m_nWheelsOnGround)) {

					CVector left = CrossProduct(car->GetForward(), CVector(0.0f, 0.0f, 1.0f));
					left.Normalise();
					CVector up = CrossProduct(left, car->GetForward());
					up.Normalise();
					float lookingUp = DotProduct(up, Front);
					if (lookingUp > 0.0f) {
						float v88 = Asin(Abs(Sin(Beta - (car->GetForward().Heading() - HALFPI))));
						float v200;
						if (v88 <= Atan2(carCol->boundingBox.max.x, -carCol->boundingBox.min.y)) {
							v200 = (1.5f - carCol->boundingBox.min.y) / Cos(v88);
						} else {
							float a6g = 1.2f + carCol->boundingBox.max.x;
							v200 = a6g / Cos(Max(0.0f, HALFPI - v88));
						}
						maxAlphaAllowed = Cos(Beta - (car->GetForward().Heading() - HALFPI)) * Atan2(car->GetForward().z, car->GetForward().Magnitude2D())
							+ Atan2(TargetCoors.z - car->GetPosition().z + car->GetHeightAboveRoad(), v200 * 1.2f);

						if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1 && Abs(DotProduct(car->m_vecTurnSpeed, car->GetForward())) < 0.05f) {
							maxAlphaAllowed += Cos(Beta - (car->GetForward().Heading() - HALFPI) + HALFPI) * Atan2(car->GetRight().z, car->GetRight().Magnitude2D());
						}
					}
				}

	float targetAlpha = Asin(clamp(Front.z, -1.0f, 1.0f)) - zoomModeAlphaOffset;
	if (targetAlpha <= maxAlphaAllowed) {
		if (targetAlpha < -CARCAM_SET[camSetArrPos][14])
			targetAlpha = -CARCAM_SET[camSetArrPos][14];
	} else {
		targetAlpha = maxAlphaAllowed;
	}
	float maxAlphaBlendAmount = CTimer::GetTimeStep() * CARCAM_SET[camSetArrPos][6];
	float targetAlphaBlendAmount = (1.0f - pow(CARCAM_SET[camSetArrPos][5], CTimer::GetTimeStep())) * (targetAlpha - Alpha);
	if (targetAlphaBlendAmount <= maxAlphaBlendAmount) {
		if (targetAlphaBlendAmount < -maxAlphaBlendAmount)
			targetAlphaBlendAmount = -maxAlphaBlendAmount;
	} else {
		targetAlphaBlendAmount = maxAlphaBlendAmount;
	}

	// Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
	float stickX = -(pad->GetCarGunLeftRight());
	float stickY = pad->GetCarGunUpDown();

	// In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used.
	if (CCamera::m_bUseMouse3rdPerson)
		stickY = 0.0f;

	float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
	float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;

	bool correctAlpha = true;
	//	if (SA checks if we aren't in work car, why?) {
	if (!isCar || car->GetModelIndex() != MI_VOODOO) {
		correctAlpha = false;
	}
	else {
		xMovement = 0.0f;
		yMovement = 0.0f;
	}
	//	} else
	//		yMovement = 0.0;

	if (!nextDirectionIsForward) {
		yMovement = 0.0f;
		xMovement = 0.0f;
	}

	if (camSetArrPos == 0 || camSetArrPos == 7) {
		// This is not working on cars as SA
		// Because III/VC doesn't have any buttons tied to LeftStick if you're not in Classic Configuration, using Dodo or using GInput/Pad, so :shrug:
		if (Abs(pad->GetSteeringUpDown()) > 120.0f) {
			if (car->pDriver && car->pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE) {
				yMovement += Abs(pad->GetSteeringUpDown()) * (FOV / 80.0f * 3.f / 70.f) * pad->GetSteeringUpDown() * 0.007f * 0.007f * 0.5;
			}
		}
	}

	if (yMovement > 0.0)
		yMovement = yMovement * 0.5;

	bool mouseChangesBeta = false;

	// FIX: Disable mouse movement in drive-by, it's buggy. Original SA bug.
	if (/*bFreeMouseCam &&*/ CCamera::m_bUseMouse3rdPerson && !pad->ArePlayerControlsDisabled() && nextDirectionIsForward) {
		float mouseY = pad->GetMouseY() * 2.0f;
		float mouseX = pad->GetMouseX() * -2.0f;

		// If you want an ability to toggle free cam while steering with mouse, you can add an OR after DisableMouseSteering.
		// There was a pad->NewState.m_bVehicleMouseLook in SA, which doesn't exists in III.

		if ((mouseX != 0.0 || mouseY != 0.0) && (CVehicle::m_bDisableMouseSteering)) {
			yMovement = mouseY * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl; // Same as SA, horizontal sensitivity.
			BetaSpeed = 0.0;
			AlphaSpeed = 0.0;
			xMovement = mouseX * FOV / 80.0f * TheCamera.m_fMouseAccelHorzntl;
			targetAlpha = Alpha;
			stepsLeftToChangeBetaByMouse = 1.0f * 50.0f;
			mouseChangesBeta = true;
		} else if (stepsLeftToChangeBetaByMouse > 0.0f) {
			// Finish rotation by decreasing speed when we stopped moving mouse
			BetaSpeed = 0.0;
			AlphaSpeed = 0.0;
			yMovement = 0.0;
			xMovement = 0.0;
			targetAlpha = Alpha;
			stepsLeftToChangeBetaByMouse = Max(0.0f, stepsLeftToChangeBetaByMouse - CTimer::GetTimeStep());
			mouseChangesBeta = true;
		}
	}

	if (correctAlpha) {
		if (nPreviousMode != MODE_CAM_ON_A_STRING)
			alphaCorrected = false;

		if (!alphaCorrected && Abs(zoomModeAlphaOffset + Alpha) > 0.05f) {
			yMovement = (-zoomModeAlphaOffset - Alpha) * 0.05f;
		} else
			alphaCorrected = true;
	}
	float alphaSpeedFromStickY = yMovement * CARCAM_SET[camSetArrPos][12];
	float betaSpeedFromStickX = xMovement * CARCAM_SET[camSetArrPos][12];

	float newAngleSpeedMaxBlendAmount = CARCAM_SET[camSetArrPos][9];
	float angleChangeStep = pow(CARCAM_SET[camSetArrPos][8], CTimer::GetTimeStep());
	float targetBetaWithStickBlendAmount = betaSpeedFromStickX + (targetBeta - Beta) / Max(CTimer::GetTimeStep(), 1.0f);

	if (targetBetaWithStickBlendAmount < -newAngleSpeedMaxBlendAmount)
		targetBetaWithStickBlendAmount = -newAngleSpeedMaxBlendAmount;
	else if (targetBetaWithStickBlendAmount > newAngleSpeedMaxBlendAmount)
		targetBetaWithStickBlendAmount = newAngleSpeedMaxBlendAmount;

	float angleChangeStepLeft = 1.0f - angleChangeStep;
	BetaSpeed = targetBetaWithStickBlendAmount * angleChangeStepLeft + angleChangeStep * BetaSpeed;
	if (Abs(BetaSpeed) < 0.0001f)
		BetaSpeed = 0.0f;

	float betaChangePerFrame;
	if (mouseChangesBeta)
		betaChangePerFrame = betaSpeedFromStickX;
	else
		betaChangePerFrame = CTimer::GetTimeStep() * BetaSpeed;
	Beta = betaChangePerFrame + Beta;

	if (TheCamera.m_bJustCameOutOfGarage) {
		float invHeading = Atan2(Front.y, Front.x);
		if (invHeading < 0.0f)
			invHeading += TWOPI;

		Beta = invHeading + PI;
	}

	Beta = CGeneral::LimitRadianAngle(Beta);
	if (Beta < 0.0f)
		Beta += TWOPI;

	if ((camSetArrPos <= 1 || camSetArrPos == 7) && targetAlpha < Alpha && carPosChange >= newDistance) {
		if (isCar && ((CAutomobile*)car)->m_nWheelsOnGround > 1 ||
			isBike && ((CBike*)car)->m_nWheelsOnGround > 1)
			alphaSpeedFromStickY += (targetAlpha - Alpha) * 0.075f;
	}

	AlphaSpeed = angleChangeStepLeft * alphaSpeedFromStickY + angleChangeStep * AlphaSpeed;
	float maxAlphaSpeed = newAngleSpeedMaxBlendAmount;
	if (alphaSpeedFromStickY > 0.0f)
		maxAlphaSpeed = maxAlphaSpeed * 0.5;

	if (AlphaSpeed <= maxAlphaSpeed) {
		float minAlphaSpeed = -maxAlphaSpeed;
		if (AlphaSpeed < minAlphaSpeed)
			AlphaSpeed = minAlphaSpeed;
	} else {
		AlphaSpeed = maxAlphaSpeed;
	}

	if (Abs(AlphaSpeed) < 0.0001f)
		AlphaSpeed = 0.0f;

		float alphaWithSpeedAccounted;
		if (mouseChangesBeta) {
			alphaWithSpeedAccounted = alphaSpeedFromStickY + targetAlpha;
				Alpha += alphaSpeedFromStickY;
		} else {
			alphaWithSpeedAccounted = CTimer::GetTimeStep() * AlphaSpeed + targetAlpha;
			Alpha += targetAlphaBlendAmount;
		}

	if (Alpha <= maxAlphaAllowed) {
		float minAlphaAllowed = -CARCAM_SET[camSetArrPos][14];
		if (minAlphaAllowed > Alpha) {
			Alpha = minAlphaAllowed;
			AlphaSpeed = 0.0f;
		}
	} else {
		Alpha = maxAlphaAllowed;
		AlphaSpeed = 0.0f;
	}

	// Prevent unsignificant angle changes
	if (Abs(lastAlpha - Alpha) < 0.0001f)
		Alpha = lastAlpha;

	lastAlpha = Alpha;

	if (Abs(lastBeta - Beta) < 0.0001f)
		Beta = lastBeta;

	lastBeta = Beta;

	Front.x = -(cos(Beta) * cos(Alpha));
	Front.y = -(sin(Beta) * cos(Alpha));
	Front.z = sin(Alpha);
	GetVectorsReadyForRW();
	TheCamera.m_bCamDirectlyBehind = false;
	TheCamera.m_bCamDirectlyInFront = false;

	Source = TargetCoors - newDistance * Front;

	m_cvecTargetCoorsForFudgeInter = TargetCoors;
	m_aTargetHistoryPosThree = m_aTargetHistoryPosOne;
	float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset;
	float nextFrontX = -(cos(Beta) * cos(nextAlpha));
	float nextFrontY = -(sin(Beta) * cos(nextAlpha));
	float nextFrontZ = sin(nextAlpha);

	m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance;
	m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance;
	m_aTargetHistoryPosOne.z = TargetCoors.z - nextFrontZ * nextDistance;

	m_aTargetHistoryPosTwo.x = TargetCoors.x - nextFrontX * newDistance;
	m_aTargetHistoryPosTwo.y = TargetCoors.y - nextFrontY * newDistance;
	m_aTargetHistoryPosTwo.z = TargetCoors.z - nextFrontZ * newDistance;

	// SA calls SetColVarsVehicle in here
	if (nextDirectionIsForward) {

		// This is new in LCS!
		float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
		dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());

		// Move cam if on collision
		CColPoint foundCol;
		CEntity* foundEnt;
		CWorld::pIgnoreEntity = CamTargetEntity;
		if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
			float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
			float obstacleCamDist = newDistance - obstacleTargetDist;
			if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
				Source = foundCol.point;
				if (obstacleTargetDist < 1.2f) {
					RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
				}
			} else {
				if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
					float lessClip = obstacleCamDist - 0.35f;
					if (lessClip <= DEFAULT_NEAR)
						RwCameraSetNearClipPlane(Scene.camera, lessClip);
					else
						RwCameraSetNearClipPlane(Scene.camera, DEFAULT_NEAR);
				} else {
					obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
					Source = foundCol.point;
					if (obstacleTargetDist < 1.2f) {
						float lessClip = obstacleTargetDist - 0.3f;
						if (lessClip >= 0.05f)
							RwCameraSetNearClipPlane(Scene.camera, lessClip);
						else
							RwCameraSetNearClipPlane(Scene.camera, 0.05f);
					}
				}
			}
		}
		CWorld::pIgnoreEntity = nil;
		float nearClip = RwCameraGetNearClipPlane(Scene.camera);
		float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;

		// If we're seeing blue hell due to camera intersects some surface, fix it.
		// SA and LCS have this unrolled.
		for (int i = 0;
			i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
			i++) {

			CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
			CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
			float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;

			if (newNearClip > nearClip)
				newNearClip = nearClip;
			if (newNearClip < 0.1f)
				newNearClip = 0.1f;
			if (nearClip > newNearClip)
				RwCameraSetNearClipPlane(Scene.camera, newNearClip);

			if (newNearClip == 0.1f)
				Source += (TargetCoors - Source) * 0.3f;

			nearClip = RwCameraGetNearClipPlane(Scene.camera);
			radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
		}
	}
	TheCamera.m_bCamDirectlyBehind = false;
	TheCamera.m_bCamDirectlyInFront = false;

	// ------- LCS specific part starts

	if (camSetArrPos == 5 && Source.z < 1.0f) // RC Bandit and Baron
		Source.z = 1.0f;

	// CCam::FixSourceAboveWaterLevel
	if (CameraTarget.z >= -2.0f) {
		float level = -6000.0;

		if (CWaterLevel::GetWaterLevelNoWaves(Source.x, Source.y, Source.z, &level)) {
			if (Source.z < level)
				Source.z = level;
		}
	}
	Front = TargetCoors - Source;

	// -------- LCS specific part ends

	GetVectorsReadyForRW();
	// SA
	// gTargetCoordsForLookingBehind = TargetCoors;

	// SA code from CAutomobile::TankControl/FireTruckControl.
	if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {

		float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
		CVector hi = Multiply3x3(Front, car->GetMatrix());

		// III/VC's firetruck turret angle is reversed
		float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());

		if (angleToFace <= carGunLR + PI) {
			if (angleToFace < carGunLR - PI)
				angleToFace = angleToFace + TWOPI;
		} else {
			angleToFace = angleToFace - TWOPI;
		}

		float neededTurn = angleToFace - carGunLR;
		float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
		if (neededTurn <= turnPerFrame) {
			if (neededTurn < -turnPerFrame)
				angleToFace = carGunLR - turnPerFrame;
		} else {
			angleToFace = turnPerFrame + carGunLR;
		}

		if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
			DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
		}
		carGunLR = angleToFace;

		if (carGunLR < -PI) {
			carGunLR += TWOPI;
		} else if (carGunLR > PI) {
			carGunLR -= TWOPI;
		}

		// Because firetruk turret also has Y movement
		if (car->GetModelIndex() == MI_FIRETRUCK) {
			float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;

			float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
			float neededAlphaTurn = alphaToFace - carGunUD;
			float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f;

			if (neededAlphaTurn > alphaTurnPerFrame) {
				neededTurn = alphaTurnPerFrame;
				carGunUD = neededTurn + carGunUD;
			} else {
				if (neededAlphaTurn >= -alphaTurnPerFrame) {
					carGunUD = alphaToFace;
				} else {
					carGunUD = carGunUD - alphaTurnPerFrame;
				}
			}

			float turretMinY = -DEGTORAD(20.0f);
			float turretMaxY = DEGTORAD(20.0f);
			if (turretMinY <= carGunUD) {
				if (carGunUD > turretMaxY)
					carGunUD = turretMaxY;
			} else {
				carGunUD = turretMinY;
			}
		}
	}
}
#endif