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Fix sin & cos calls
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@ -4952,9 +4952,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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AlphaSpeed = 0.0;
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Distance = 1000.0;
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Front.x = -(cos(Beta) * cos(Alpha));
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Front.y = -(sin(Beta) * cos(Alpha));
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Front.z = sin(Alpha);
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Front.x = -(Cos(Beta) * Cos(Alpha));
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Front.y = -(Sin(Beta) * Cos(Alpha));
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Front.z = Sin(Alpha);
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m_aTargetHistoryPosOne = TargetCoors - nextDistance * Front;
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@ -5228,9 +5228,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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lastBeta = Beta;
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Front.x = -(cos(Beta) * cos(Alpha));
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Front.y = -(sin(Beta) * cos(Alpha));
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Front.z = sin(Alpha);
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Front.x = -(Cos(Beta) * Cos(Alpha));
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Front.y = -(Sin(Beta) * Cos(Alpha));
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Front.z = Sin(Alpha);
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GetVectorsReadyForRW();
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TheCamera.m_bCamDirectlyBehind = false;
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TheCamera.m_bCamDirectlyInFront = false;
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@ -5240,9 +5240,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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m_cvecTargetCoorsForFudgeInter = TargetCoors;
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m_aTargetHistoryPosThree = m_aTargetHistoryPosOne;
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float nextAlpha = alphaWithSpeedAccounted + zoomModeAlphaOffset;
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float nextFrontX = -(cos(Beta) * cos(nextAlpha));
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float nextFrontY = -(sin(Beta) * cos(nextAlpha));
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float nextFrontZ = sin(nextAlpha);
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float nextFrontX = -(Cos(Beta) * Cos(nextAlpha));
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float nextFrontY = -(Sin(Beta) * Cos(nextAlpha));
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float nextFrontZ = Sin(nextAlpha);
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m_aTargetHistoryPosOne.x = TargetCoors.x - nextFrontX * nextDistance;
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m_aTargetHistoryPosOne.y = TargetCoors.y - nextFrontY * nextDistance;
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