diff --git a/README.md b/README.md
index 6e8f717c..3c394e62 100644
--- a/README.md
+++ b/README.md
@@ -43,7 +43,6 @@ CBoat
 CBrightLights
 CBulletInfo
 CBulletTraces
-CCam
 CCamera
 CCopPed
 CCrane
diff --git a/src/control/SceneEdit.cpp b/src/control/SceneEdit.cpp
index 28b4ea6c..8dec3435 100644
--- a/src/control/SceneEdit.cpp
+++ b/src/control/SceneEdit.cpp
@@ -2,5 +2,10 @@
 #include "patcher.h"
 #include "SceneEdit.h"
 
+int &CSceneEdit::m_bCameraFollowActor = *(int*)0x940590;
+bool &CSceneEdit::m_bRecording = *(bool*)0x95CD1F;
+CVector &CSceneEdit::m_vecCurrentPosition = *(CVector*)0x943064;
+CVector &CSceneEdit::m_vecCamHeading = *(CVector*)0x942F8C;
+
 WRAPPER void CSceneEdit::Update(void) { EAXJMP(0x585570); }
 WRAPPER void CSceneEdit::Init(void) { EAXJMP(0x585170); }
diff --git a/src/control/SceneEdit.h b/src/control/SceneEdit.h
index e9209b90..efcdb022 100644
--- a/src/control/SceneEdit.h
+++ b/src/control/SceneEdit.h
@@ -3,6 +3,11 @@
 class CSceneEdit
 {
 public:
+	static int &m_bCameraFollowActor;
+	static bool &m_bRecording;
+	static CVector &m_vecCurrentPosition;
+	static CVector &m_vecCamHeading;
+
 	static void Update(void);
 	static void Init(void);
 };
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
new file mode 100644
index 00000000..491a982c
--- /dev/null
+++ b/src/core/Cam.cpp
@@ -0,0 +1,4147 @@
+#include "common.h"
+#include "patcher.h"
+#include "main.h"
+#include "Draw.h"
+#include "World.h"
+#include "Vehicle.h"
+#include "Automobile.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"
+
+const float DefaultFOV = 70.0f;	// beta: 80.0f
+
+bool PrintDebugCode = false;
+int16 &DebugCamMode = *(int16*)0x95CCF2;
+
+void
+CCam::Init(void)
+{
+	Mode = MODE_FOLLOWPED;
+	Front = CVector(0.0f, 0.0f, -1.0f);
+	Up = CVector(0.0f, 0.0f, 1.0f);
+	Rotating = 0;
+	m_iDoCollisionChecksOnFrameNum = 1;
+	m_iDoCollisionCheckEveryNumOfFrames = 9;
+	m_iFrameNumWereAt = 0;
+	m_bCollisionChecksOn = 1;
+	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 = 0;
+	m_pLastPedLookedAt = 0;
+	ResetStatics = 1;
+	Beta = 0.0f;
+	m_bFixingBeta = 0;
+	CA_MIN_DISTANCE = 0.0f;
+	CA_MAX_DISTANCE = 0.0f;
+	LookingBehind = 0;
+	LookingLeft = 0;
+	LookingRight = 0;
+	m_fPlayerInFrontSyphonAngleOffSet = DEGTORAD(20.0f);
+	m_fSyphonModeTargetZOffSet = 0.5f;
+	m_fRadiusForDead = 1.5f;
+	DirectionWasLooking = LOOKING_FORWARD;
+	LookBehindCamWasInFront = 0;
+	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;
+	m_fRoadOffSet = 0.0f;
+}
+
+void
+CCam::Process(void)
+{
+	CVector CameraTarget;
+	float TargetSpeedVar = 0.0f;
+	float TargetOrientation = 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();
+		// Game normalizes again here manually. useless, so skipped
+
+		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{
+		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
+			Process_FollowPed(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+		break;
+//	case MODE_AIMING:
+	case MODE_DEBUG:
+		Process_Debug(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
+		break;
+	case MODE_SNIPER:
+		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:
+		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:
+		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:	// miami
+		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_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);
+	}
+
+	CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
+	float DistOnGround = TargetToCam.Magnitude2D();
+	m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
+	m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround);
+	if(TheCamera.m_uiTransitionState == 0)	// TODO? what values are possible? enum?
+		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) &&
+		   CamTargetEntity->IsVehicle()){
+			if(CPad::GetPad(0)->GetLookBehindForCar()){
+				LookBehind();
+				if(DirectionWasLooking != LOOKING_BEHIND)
+					TheCamera.m_bJust_Switched = true;
+				DirectionWasLooking = LOOKING_BEHIND;
+			}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 || 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){
+			// 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 == 1.0f)
+							Offset = 0.45*DistScale + PedZDist;
+						if(TheCamera.PedZoomIndicator == 2.0f)
+							Offset = 0.35*DistScale + PedZDist;
+						if(TheCamera.PedZoomIndicator == 3.0f)
+							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;
+		}
+
+		// Move up for road
+		if(Mode == MODE_FOLLOWPED || Mode == MODE_FIGHT_CAM ||
+		   Mode == MODE_SYPHON || Mode == MODE_SYPHON_CRIM_IN_FRONT || Mode == MODE_SPECIAL_FIXED_FOR_SYPHON){
+			bool Inside = false;
+			bool OnRoad = false;
+
+			switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
+			case SURFACE_GRASS:
+			case SURFACE_DIRT:
+			case SURFACE_DIRTTRACK:
+			case SURFACE_STEEL:
+			case SURFACE_TIRE:
+			case SURFACE_STONE:
+				OnRoad = true;
+
+			if(CCullZones::PlayerNoRain())
+				Inside = true;
+
+			if((m_bCollisionChecksOn || PreviouslyFailedRoadHeightCheck || OnRoad) &&
+			   m_fCloseInPedHeightOffset < 0.0001f && !Inside){
+				CVector TestPoint;
+				CEntity *road;
+				float GroundZ = 0.0f;
+				bool FoundGround = false;
+				float RoofZ = 0.0f;
+				bool FoundRoof = false;
+				static float MinHeightAboveRoad = 0.9f;
+
+				TestPoint = CamTargetEntity->GetPosition() - DistOnGround * CVector(Cos(BetaAngle), Sin(BetaAngle), 0.0f);
+				m_fRoadOffSet = 0.0f;
+
+				if(CWorld::ProcessVerticalLine(TestPoint, -1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
+					FoundGround = true;
+					GroundZ = colPoint.point.z;
+				}
+				// Move up if too close to ground
+				if(FoundGround){
+					if(TestPoint.z - GroundZ < MinHeightAboveRoad){
+						m_fRoadOffSet = GroundZ + MinHeightAboveRoad - TestPoint.z;
+						PreviouslyFailedRoadHeightCheck = true;
+					}else{
+						if(m_bCollisionChecksOn)
+							PreviouslyFailedRoadHeightCheck = false;
+						else
+							m_fRoadOffSet = 0.0f;
+					}
+				}else{
+					if(CWorld::ProcessVerticalLine(TestPoint, 1000.0f, colPoint, road, true, false, false, false, false, false, nil)){
+						FoundRoof = true;
+						RoofZ = colPoint.point.z;
+					}
+					if(FoundRoof){
+						if(TestPoint.z - RoofZ < MinHeightAboveRoad){
+							m_fRoadOffSet = RoofZ + MinHeightAboveRoad - TestPoint.z;
+							PreviouslyFailedRoadHeightCheck = true;
+						}else{
+							if(m_bCollisionChecksOn)
+								PreviouslyFailedRoadHeightCheck = false;
+							else
+								m_fRoadOffSet = 0.0f;
+						}
+					}
+				}
+			}
+		}
+
+		if(PreviouslyFailedRoadHeightCheck && m_fCloseInPedHeightOffset < 0.0001f){
+			if(colPoint.surfaceB != SURFACE_TARMAC &&
+			   colPoint.surfaceB != SURFACE_GRASS &&
+			   colPoint.surfaceB != SURFACE_DIRT &&
+			   colPoint.surfaceB != SURFACE_DIRTTRACK &&
+			   colPoint.surfaceB != SURFACE_STONE){
+				if(m_fRoadOffSet > 1.4f)
+					m_fRoadOffSet = 1.4f;
+			}else{
+				if(Mode == MODE_FOLLOWPED){
+					if(TheCamera.PedZoomIndicator == 1.0f)
+						m_fRoadOffSet += 0.2f;
+					if(TheCamera.PedZoomIndicator == 2.0f)
+						m_fRoadOffSet += 0.5f;
+					if(TheCamera.PedZoomIndicator == 3.0f)
+						m_fRoadOffSet += 0.95f;
+				}
+			}
+		}
+	}
+
+	if(StandingOnBoat){
+		m_fRoadOffSet = 0.0f;
+		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, 0.9f);
+			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 = 0.9f - (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 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",
+			"Sniper run about", "Rocket run about",
+			"1st Person run about", "M16 run about", "Fight run about",
+			"Editor"
+		};
+		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. ");
+			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;
+}
+
+static float DefaultAcceleration = 0.045f;
+static float DefaultMaxStep = 0.15f;
+
+void
+CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+	const float GroundDist = 1.85f;
+
+	CVector TargetCoors, Dist, IdealSource;
+	float Length = 0.0f;
+	float LateralLeft = 0.0f;
+	float LateralRight = 0.0f;
+	float Center = 0.0f;
+	static bool PreviouslyObscured;
+	static bool PickedASide;
+	static float FixedTargetOrientation = 0.0f;
+	float AngleToGoTo = 0.0f;
+	float BetaOffsetAvoidBuildings = 0.45f;		// ~25 deg
+	float BetaOffsetGoingBehind = 0.45f;
+	bool GoingBehind = false;
+	bool Obscured = false;
+	bool BuildingCheckObscured = false;
+	bool HackPlayerOnStoppingTrain = false;
+	static int TimeIndicatedWantedToGoDown = 0;
+	static bool StartedCountingForGoDown = false;
+	float DeltaBeta;
+
+	m_bFixingBeta = false;
+	bBelowMinDist = false;
+	bBehindPlayerDesired = false;
+
+#ifdef FIX_BUGS
+	if(!CamTargetEntity->IsPed())
+		return;
+#endif
+	assert(CamTargetEntity->IsPed());
+
+	// CenterDist should be > LateralDist because we don't have an angle for safety in this case
+	float CenterDist, LateralDist;
+	float AngleToGoToSpeed;
+	if(m_fCloseInPedHeightOffset > 0.00001f){
+		LateralDist = 0.55f;
+		CenterDist = 1.25f;
+		BetaOffsetAvoidBuildings = 0.9f;	// ~50 deg
+		BetaOffsetGoingBehind = 0.9f;
+		AngleToGoToSpeed = 0.88254666f;
+	}else{
+		LateralDist = 0.8f;
+		CenterDist = 1.35f;
+		if(TheCamera.PedZoomIndicator == 1.0f || TheCamera.PedZoomIndicator == 4.0f){
+			LateralDist = 1.25f;
+			CenterDist = 1.6f;
+		}
+		AngleToGoToSpeed = 0.43254671f;
+	}
+
+	FOV = DefaultFOV;
+
+	if(ResetStatics){
+		Rotating = false;
+		m_bCollisionChecksOn = true;
+		FixedTargetOrientation = 0.0f;
+		PreviouslyObscured = false;
+		PickedASide = false;
+		StartedCountingForGoDown = false;
+		AngleToGoTo = 0.0f;
+		// unused LastAngleWithNoPickedASide
+	}
+
+
+	TargetCoors = CameraTarget;
+	IdealSource = Source;
+	TargetCoors.z += m_fSyphonModeTargetZOffSet;
+
+	TargetCoors = DoAverageOnVector(TargetCoors);
+	TargetCoors.z += m_fRoadOffSet;
+
+	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 * GroundDist;
+	else
+		IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
+
+	// TODO: what's transition beta?
+	if(TheCamera.m_bUseTransitionBeta && ResetStatics){
+		CVector VecDistance;
+		IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta);
+		IdealSource.y = TargetCoors.y + GroundDist*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)
+			HackPlayerOnStoppingTrain = true;
+
+	if(TheCamera.m_bCamDirectlyInFront){
+		 m_bCollisionChecksOn = true;
+		 Beta = TargetOrientation;
+	}
+
+	while(Beta >= PI) Beta -= 2.0f * PI;
+	while(Beta < -PI) Beta += 2.0f * PI;
+
+	// BUG? is this ever used?
+	// The values seem to be roughly m_fPedZoomValueSmooth + 1.85
+	if(ResetStatics){
+		if(TheCamera.PedZoomIndicator == 1.0) m_fRealGroundDist = 2.090556f;
+		if(TheCamera.PedZoomIndicator == 2.0) m_fRealGroundDist = 3.34973f;
+		if(TheCamera.PedZoomIndicator == 3.0) m_fRealGroundDist = 4.704914f;
+		if(TheCamera.PedZoomIndicator == 4.0) m_fRealGroundDist = 2.090556f;
+	}
+	// And what is this? It's only used for collision and rotation it seems
+	float RealGroundDist;
+	if(TheCamera.PedZoomIndicator == 1.0) RealGroundDist = 2.090556f;
+	if(TheCamera.PedZoomIndicator == 2.0) RealGroundDist = 3.34973f;
+	if(TheCamera.PedZoomIndicator == 3.0) RealGroundDist = 4.704914f;
+	if(TheCamera.PedZoomIndicator == 4.0) RealGroundDist = 2.090556f;
+	if(m_fCloseInPedHeightOffset >  0.00001f)
+		RealGroundDist = 1.7016f;
+
+
+	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;
+
+
+	if(m_fCloseInPedHeightOffset > 0.00001f)
+		TargetCoors.z -= m_fRoadOffSet;
+
+	// Figure out if and where we want to rotate
+
+	if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
+
+		// Center cam behind player
+
+		GoingBehind = true;
+		m_bCollisionChecksOn = true;
+		float OriginalBeta = Beta;
+		// Set Beta behind player
+		Beta = TargetOrientation + PI;
+		TargetCoors.z -= 0.1f;
+
+		AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
+		if(AngleToGoTo != 0.0f){
+			if(AngleToGoTo < 0.0f)
+				AngleToGoTo -= AngleToGoToSpeed;
+			else
+				AngleToGoTo += AngleToGoToSpeed;
+		}else{
+			float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false);
+			float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false);
+			if(LateralLeft == 0.0f && LateralRight != 0.0f)
+				AngleToGoTo += LateralRight;
+			else if(LateralLeft != 0.0f && LateralRight == 0.0f)
+				AngleToGoTo += LateralLeft;
+		}
+
+		TargetCoors.z += 0.1f;
+		Beta = OriginalBeta;
+
+		if(PickedASide){
+			if(AngleToGoTo == 0.0f)
+				FixedTargetOrientation = TargetOrientation + PI;
+			Rotating = true;
+		}else{
+			FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo;
+			Rotating = true;
+			PickedASide = true;
+		}
+	}else{
+
+		// Rotate cam to avoid clipping into buildings
+
+		TargetCoors.z -= 0.1f;
+
+		Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
+		if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){
+			if(Center != 0.0f){
+				AngleToGoTo = Center;
+			}else{
+				LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false);
+				LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false);
+				if(LateralLeft == 0.0f && LateralRight != 0.0f){
+					AngleToGoTo += LateralRight;
+					if(m_fCloseInPedHeightOffset > 0.0f)
+						RwCameraSetNearClipPlane(Scene.camera, 0.7f);
+				}else if(LateralLeft != 0.0f && LateralRight == 0.0f){
+					AngleToGoTo += LateralLeft;
+					if(m_fCloseInPedHeightOffset > 0.0f)
+						RwCameraSetNearClipPlane(Scene.camera, 0.7f);
+				}
+			}
+			if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f)
+				BuildingCheckObscured = true;
+		}
+
+		TargetCoors.z += 0.1f;
+	}
+
+	if(m_fCloseInPedHeightOffset > 0.00001f)
+		TargetCoors.z += m_fRoadOffSet;
+
+
+	// Have to fix to avoid collision
+
+	if(AngleToGoTo != 0.0f){
+		Obscured = true;
+		Rotating = true;
+		if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
+			if(!PickedASide)
+				FixedTargetOrientation = Beta + AngleToGoTo;	// can this even happen?
+		}else
+			FixedTargetOrientation = Beta + AngleToGoTo;
+
+		// This calculation is only really used to figure out how fast to rotate out of collision
+
+		m_fAmountFractionObscured = 1.0f;
+		CVector PlayerPos = FindPlayerPed()->GetPosition();
+		float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
+		// What's going on here? - AngleToGoTo?
+		CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
+
+		CColPoint colpoint;
+		CEntity *entity;
+		if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){
+			if((PlayerPos - RotatedSource).Magnitude() != 0.0f)
+				m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude();
+			else
+				m_fAmountFractionObscured = 1.0f;
+		}
+	}
+	if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f;
+	if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f;
+
+
+
+	// Figure out speed values for Beta rotation
+
+	float Acceleration, MaxSpeed;
+	static float AccelerationMult = 0.35f;
+	static float MaxSpeedMult = 0.85f;
+	static float AccelerationMultClose = 0.7f;
+	static float MaxSpeedMultClose = 1.6f;
+	float BaseAcceleration = 0.025f;
+	float BaseMaxSpeed = 0.09f;
+	if(m_fCloseInPedHeightOffset > 0.00001f){
+		if(AngleToGoTo == 0.0f){
+			BaseAcceleration = 0.022f;
+			BaseMaxSpeed = 0.04f;
+		}else{
+			BaseAcceleration = DefaultAcceleration;
+			BaseMaxSpeed = DefaultMaxStep;
+		}
+	}
+	if(AngleToGoTo == 0.0f){
+		Acceleration = BaseAcceleration;
+		MaxSpeed = BaseMaxSpeed;
+	}else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){
+		Acceleration = 0.051f;
+		MaxSpeed = 0.18f;
+	}else if(m_fCloseInPedHeightOffset > 0.00001f){
+		Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f);
+		MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f);
+	}else{
+		Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f);
+		MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f);
+	}
+	static float AccelerationLimit = 0.3f;
+	static float MaxSpeedLimit = 0.65f;
+	if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit;
+	if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit;
+
+
+	int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState;
+	if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL &&
+	   !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){
+		Rotating = false;
+		BetaSpeed = 0.0f;
+	}
+
+	// Now do the Beta rotation
+
+	float Distance = (IdealSource - TargetCoors).Magnitude2D();
+	m_fDistanceBeforeChanges = Distance;
+
+	if(Rotating){
+		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
+		DeltaBeta = FixedTargetOrientation - Beta;
+		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+
+		float ReqSpeed = DeltaBeta * MaxSpeed;
+		// 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());
+*/
+		WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
+
+		if(ResetStatics){
+			Beta = FixedTargetOrientation;
+			BetaSpeed = 0.0f;
+		}
+
+		Source.x = TargetCoors.x + Distance * Cos(Beta);
+		Source.y = TargetCoors.y + Distance * 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 ||
+	   HackPlayerOnStoppingTrain || Rotating){
+		if(TheCamera.m_bCamDirectlyBehind){
+			Beta = TargetOrientation + PI;
+			Source.x = TargetCoors.x + Distance * Cos(Beta);
+			Source.y = TargetCoors.y + Distance * Sin(Beta);
+		}
+		if(TheCamera.m_bCamDirectlyInFront){
+			Beta = TargetOrientation;
+			Source.x = TargetCoors.x + Distance * Cos(Beta);
+			Source.y = TargetCoors.y + Distance * Sin(Beta);
+		}
+		if(HackPlayerOnStoppingTrain){
+			Beta = TargetOrientation + PI;
+			Source.x = TargetCoors.x + Distance * Cos(Beta);
+			Source.y = TargetCoors.y + Distance * 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;
+	}
+
+	// Subtract m_fRoadOffSet from both?
+	TargetCoors.z -= m_fRoadOffSet;
+	Source.z = IdealSource.z - m_fRoadOffSet;
+
+	// Apply zoom now
+	// m_fPedZoomValueSmooth makes the cam go down the further out it is
+	//  0.25 ->  0.20 for nearest dist
+	//  1.50 -> -0.05 for mid dist
+	//  2.90 -> -0.33 for far dist
+	Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f;
+	// Zoom out camera
+	Front = TargetCoors - Source;
+	Front.Normalise();
+	Source -= Front * TheCamera.m_fPedZoomValueSmooth;
+	// and then we move up again
+	//  -0.375
+	//   0.25
+	//   0.95
+	Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset;
+
+
+	// Process height offset to avoid peds and cars
+
+	float TargetZOffSet = m_fRoadOffSet + m_fDimensionOfHighestNearCar;
+	TargetZOffSet = max(TargetZOffSet, 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 if(TargetZOffSet == m_fRoadOffSet && TargetZOffSet > m_fCamBufferedHeight){
+			// TODO: figure this out
+			bool foo = false;
+			switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
+			case SURFACE_GRASS:
+			case SURFACE_DIRT:
+			case SURFACE_PAVEMENT:
+			case SURFACE_STEEL:
+			case SURFACE_TIRE:
+			case SURFACE_STONE:
+				foo = true;
+			if(foo)
+				WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false);
+			else
+				WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, 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;
+
+
+	// Clip Source if necessary
+
+	bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f;
+	if(GoingBehind || ResetStatics || ClipSource){
+		CColPoint colpoint;
+		CEntity *entity;
+		if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){
+			Source = colpoint.point;
+			if((TargetCoors - Source).Magnitude2D() < 1.0f)
+				RwCameraSetNearClipPlane(Scene.camera, 0.05f);
+		}
+	}
+
+	TargetCoors.z += min(1.0f, m_fCamBufferedHeight/2.0f);
+	m_cvecTargetCoorsForFudgeInter = TargetCoors;
+
+	Front = TargetCoors - Source;
+	m_fRealGroundDist = Front.Magnitude2D();
+	m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;	
+	Front.Normalise();
+	GetVectorsReadyForRW();
+	TheCamera.m_bCamDirectlyBehind = false;
+	TheCamera.m_bCamDirectlyInFront = false;
+	PreviouslyObscured = BuildingCheckObscured;
+
+	ResetStatics = false;
+}
+
+static float fBaseDist = 1.7f;
+static float fAngleDist = 2.0f;
+static float fFalloff = 3.0f;
+static float fStickSens = 0.01f;
+static float fTweakFOV = 1.05f;
+static float fTranslateCamUp = 0.8f;
+static int16 nFadeControlThreshhold = 45;
+static float fDefaultAlphaOrient = -0.22f;
+
+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();
+
+	// 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 * (0.5f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
+		AlphaOffset = LookUpDown * fStickSens * (0.3f/7.0f) * FOV/80.0f * CTimer::GetTimeStep();
+	}
+
+	if(TheCamera.GetFading() && TheCamera.GetFadingDirection() == FADE_IN && nFadeControlThreshhold < CDraw::FadeValue ||
+	   CDraw::FadeValue > 200){
+		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);
+	if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
+
+	TargetCoors = CameraTarget;
+	TargetCoors.z += fTranslateCamUp;
+	TargetCoors = DoAverageOnVector(TargetCoors);
+
+	if(Alpha > fBaseDist)	// comparing an angle against a distance?
+		CamDist = fBaseDist + Cos(min(Alpha*fFalloff, HALFPI))*fAngleDist;
+	else
+		CamDist = fBaseDist + Cos(Alpha)*fAngleDist;
+
+	if(TheCamera.m_bUseTransitionBeta)
+		Beta = -CGeneral::GetATanOfXY(-Cos(m_fTransitionBeta), -Sin(m_fTransitionBeta));
+
+	if(TheCamera.m_bCamDirectlyBehind)
+		Beta = TheCamera.m_PedOrientForBehindOrInFront;
+	if(TheCamera.m_bCamDirectlyInFront)
+		Beta = TheCamera.m_PedOrientForBehindOrInFront + PI;
+	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 > 1.0f){
+			// 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 < 0.9f + 0.3f)
+					RwCameraSetNearClipPlane(Scene.camera, max(PedColDist-0.3f, 0.05f));
+			}else{
+				RwCameraSetNearClipPlane(Scene.camera, min(ColCamDist-0.35f, 0.9f));
+			}
+		}else{
+			Source = colPoint.point;
+			if(PedColDist < 0.9f + 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::FindAspectRatio() * 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;
+
+#ifndef FIX_BUGS
+		// this is totally wrong...
+		radius = Tan(FOV / 2.0f) * Near;
+#endif
+		// Keep testing
+		entity = CWorld::TestSphereAgainstWorld(Source + Front*Near, radius, nil, true, true, false, true, false, false);
+
+		i++;
+		if(i > 5)
+			entity = nil;
+	}
+
+	if(CamTargetEntity->GetClump()){
+		// what's going on here?
+		if(RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_PUMP) ||
+		   RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROW) ||
+		   RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_THROWU) ||
+		   RpAnimBlendClumpGetAssociation(CamTargetEntity->GetClump(), ANIM_WEAPON_START_THROW)){
+			CPed *player = FindPlayerPed();
+			float PlayerDist = (Source - player->GetPosition()).Magnitude();
+			if(PlayerDist < 2.75f)
+				Near = PlayerDist/2.75f * 0.9f - 0.3f;
+			RwCameraSetNearClipPlane(Scene.camera, max(Near, 0.1f));
+		}
+	}
+
+	TheCamera.m_bCamDirectlyInFront = false;
+	TheCamera.m_bCamDirectlyBehind = false;
+
+	GetVectorsReadyForRW();
+
+	if(((CPed*)CamTargetEntity)->CanStrafeOrMouseControl() && CDraw::FadeValue < 250 &&
+	   (TheCamera.GetFadingDirection() != FADE_OUT || CDraw::FadeValue <= 100)){
+		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_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;
+
+	WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation);
+	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
+	FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation);
+
+	Front = TargetCoors - Source;
+	m_cvecTargetCoorsForFudgeInter = TargetCoors;
+	ResetStatics = false;
+	GetVectorsReadyForRW();
+}
+
+void
+CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation)
+{
+	CColPoint colpoint;
+	CEntity *ent;
+	float TargetZOffSet = 0.0f;
+	static bool PreviouslyFailedRoadHeightCheck = false;
+	static float RoadHeightFix = 0.0f;
+	static float RoadHeightFixSpeed = 0.0f;
+
+	if(ResetStatics){
+		RoadHeightFix = 0.0f;
+		RoadHeightFixSpeed = 0.0f;
+		Alpha = DEGTORAD(25.0f);
+		AlphaSpeed = 0.0f;
+	}
+	float AlphaTarget = DEGTORAD(25.0f);
+	if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
+		AlphaTarget = DEGTORAD(14.0f);
+	WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true);
+	Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
+
+	if(FindPlayerVehicle()){
+		m_fRoadOffSet = 0.0f;
+		bool FoundRoad = false;
+		bool FoundRoof = false;
+		float RoadZ = 0.0f;
+		float RoofZ = 0.0f;
+
+		if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
+		   ent->IsBuilding()){
+			FoundRoad = true;
+			RoadZ = colpoint.point.z;
+		}
+
+		if(FoundRoad){
+			if(Source.z - RoadZ < 0.9f){
+				PreviouslyFailedRoadHeightCheck = true;
+				TargetZOffSet = RoadZ + 0.9f - Source.z;
+			}else{
+				if(m_bCollisionChecksOn)
+					PreviouslyFailedRoadHeightCheck = false;
+				else
+					TargetZOffSet = 0.0f;
+			}
+		}else{
+			if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
+			   ent->IsBuilding()){
+				FoundRoof = true;
+				RoofZ = colpoint.point.z;
+			}
+			if(FoundRoof){
+				if(Source.z - RoofZ < 0.9f){
+					PreviouslyFailedRoadHeightCheck = true;
+					TargetZOffSet = RoofZ + 0.9f - Source.z;
+				}else{
+					if(m_bCollisionChecksOn)
+						PreviouslyFailedRoadHeightCheck = false;
+					else
+						TargetZOffSet = 0.0f;
+				}
+			}
+		}
+	}
+
+	if(TargetZOffSet > RoadHeightFix)
+		RoadHeightFix = TargetZOffSet;
+	else
+		WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false);
+
+	if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) &&
+	   colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE &&
+	   RoadHeightFix > 1.4f)
+		RoadHeightFix = 1.4f;
+
+	Source.z += RoadHeightFix;
+}
+
+void
+CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
+{
+	static float LastTargetAlphaWithCollisionOn = 0.0f;
+	static float LastTopAlphaSpeed = 0.0f;
+	static float LastAlphaSpeedStep = 0.0f;
+	static bool PreviousNearCheckNearClipSmall = false;
+
+	bool CamClear = true;
+	float ModeAlpha = 0.0f;
+
+	if(ResetStatics){
+		LastTargetAlphaWithCollisionOn = 0.0f;
+		LastTopAlphaSpeed = 0.0f;
+		LastAlphaSpeedStep = 0.0f;
+		PreviousNearCheckNearClipSmall = false;
+	}
+
+	float TopAlphaSpeed = 0.15f;
+	float AlphaSpeedStep = 0.015f;
+
+	float zoomvalue = TheCamera.CarZoomValueSmooth;
+	if(zoomvalue < 0.1f)
+		zoomvalue = 0.1f;
+	if(TheCamera.CarZoomIndicator == 1.0f)
+		ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue);	// near
+	else if(TheCamera.CarZoomIndicator == 2.0f)
+		ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue);	// mid
+	else if(TheCamera.CarZoomIndicator == 3.0f)
+		ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue);	// far
+
+
+	float Length = (Source - TargetCoors).Magnitude2D();
+	if(m_bCollisionChecksOn){	// there's another variable (on PC) but it's uninitialised
+		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;
+		if(CarAlpha < -0.01f)
+			CarAlpha = -0.01f;
+
+		float DeltaAlpha = CarAlpha - Alpha;
+		while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
+		while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
+		// What's this?? wouldn't it make more sense to clamp?
+		float AngleLimit = DEGTORAD(1.8f);
+		if(DeltaAlpha < -AngleLimit)
+			DeltaAlpha += AngleLimit;
+		else if(DeltaAlpha > AngleLimit)
+			DeltaAlpha -= AngleLimit;
+		else
+			DeltaAlpha = 0.0f;
+
+		// Now the collision
+
+		float TargetAlpha = 0.0f;
+		bool FoundRoofCenter = false;
+		bool FoundRoofSide1 = false;
+		bool FoundRoofSide2 = false;
+		bool FoundCamRoof = false;
+		bool FoundCamGround = false;
+		float CamRoof = 0.0f;
+		float CarBottom = TargetCoors.z - TargetHeight/2.0f;
+
+		// Check car center
+		float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter);
+
+		// Check sides of the car
+		Forward = CamTargetEntity->GetForward();	// we actually still have that...
+		Forward.Normalise();	// shouldn't be necessary
+		float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
+		float SideX = 2.5f * Cos(CarSideAngle);
+		float SideY = 2.5f * Sin(CarSideAngle);
+		CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
+		CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
+
+		// Now find out at what height we'd like to place the camera
+		float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
+		float CamTargetZ = 0.0f;
+		if(FoundCamGround){
+			// This is the normal case
+			CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof);
+			CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f;
+		}else{
+			FoundCamRoof = false;
+			CamTargetZ = TargetCoors.z;
+		}
+
+		if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){
+			// Car is under something but camera isn't
+			// This seems weird...
+			TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f);
+			CamClear = false;
+		}
+		if(FoundCamRoof){
+			// Camera is under something
+			float roof = FoundRoofCenter ? min(CamRoof, CarRoof) : CamRoof;
+			// Same weirdness again?
+			TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f);
+			CamClear = false;
+		}
+		while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
+		while(TargetAlpha < -PI) TargetAlpha += 2*PI;
+		if(TargetAlpha < DEGTORAD(-7.0f))
+			TargetAlpha = DEGTORAD(-7.0f);
+
+		// huh?
+		if(TargetAlpha > ModeAlpha)
+			CamClear = true;
+		// Camera is contrained by collision in some way
+		PreviousNearCheckNearClipSmall = false;
+		if(!CamClear){
+			PreviousNearCheckNearClipSmall = true;
+			RwCameraSetNearClipPlane(Scene.camera, 0.9f);
+
+			DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha);
+			while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
+			while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
+
+			TopAlphaSpeed = 0.3f;
+			AlphaSpeedStep = 0.03f;
+		}
+
+		// Now do things if CamClear...but what is that anyway?
+		float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset;
+		bool FoundGround, FoundRoof;
+		float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
+		if(FoundGround){
+			if(CamClear)
+				if(CamZ - CamGround2 < 1.5f){
+					PreviousNearCheckNearClipSmall = true;
+					RwCameraSetNearClipPlane(Scene.camera, 0.9f);
+
+					float a;
+					if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f)
+						a = Alpha;
+					else
+						a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z);
+					while(a > PI) a -= 2*PI;
+					while(a < -PI) a += 2*PI;
+					DeltaAlpha = a - Alpha;
+				}
+		}else{
+			if(CamClear){
+				float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof);
+				if(FoundRoof && CamZ - CamRoof2 < 1.5f){
+					PreviousNearCheckNearClipSmall = true;
+					RwCameraSetNearClipPlane(Scene.camera, 0.9f);
+
+					if(CamRoof2 > TargetCoors.z + 3.5f)
+						CamRoof2 = TargetCoors.z + 3.5f;
+
+					float a;
+					if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f)
+						a = Alpha;
+					else
+						a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z);
+					while(a > PI) a -= 2*PI;
+					while(a < -PI) a += 2*PI;
+					DeltaAlpha = a - Alpha;
+				}
+			}
+		}
+
+		LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
+		LastTopAlphaSpeed = TopAlphaSpeed;
+		LastAlphaSpeedStep = AlphaSpeedStep;
+	}else{
+		if(PreviousNearCheckNearClipSmall)
+			RwCameraSetNearClipPlane(Scene.camera, 0.9f);
+	}
+
+	WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
+
+	Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
+}
+
+// Rotate cam behind the car when the car is moving forward
+bool
+CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
+{
+	bool MovingForward = false;
+	CPhysical *phys = (CPhysical*)CamTargetEntity;
+
+	float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
+	if(ForwardSpeed > 0.02f)
+		MovingForward = true;
+
+	float Dist = (Source - TargetCoors).Magnitude2D();
+
+	float DeltaBeta = TargetOrientation - Beta;
+	while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
+	while(DeltaBeta < -PI) DeltaBeta += 2*PI;
+
+	if(Abs(DeltaBeta) > DEGTORAD(20.0f) && 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, 0.15f, 0.007f, 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;
+}
+
+// Move the cam to avoid clipping through buildings
+bool
+CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation)
+{
+	CVector Target = TargetCoors;
+	bool UseEntityPos = false;
+	CVector EntityPos;
+	static CColPoint colPoint;
+	static bool LastObscured = false;
+
+	if(Mode == MODE_BEHINDCAR)
+		Target.z += TargetHeight/2.0f;
+	if(Mode == MODE_CAM_ON_A_STRING){
+		UseEntityPos = true;
+		Target.z += TargetHeight/2.0f;
+		EntityPos = CamTargetEntity->GetPosition();
+	}
+
+	CVector TempSource = Source;
+
+	bool Obscured1 = false;
+	bool Obscured2 = false;
+	bool Fix1 = false;
+	float Dist1 = 0.0f;
+	float Dist2 = 0.0f;
+	CEntity *ent;
+	if(m_bCollisionChecksOn || LastObscured){
+		Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+		if(Obscured1){
+			Dist1 = (Target - colPoint.point).Magnitude2D();
+			Fix1 = true;
+			if(UseEntityPos)
+				Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+		}else if(m_bFixingBeta){
+			float d = (TempSource - Target).Magnitude();
+			TempSource.x = Target.x - d*Cos(TargetOrientation);
+			TempSource.y = Target.y - d*Sin(TargetOrientation);
+
+			// same check again
+			Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+			if(Obscured2){
+				Dist2 = (Target - colPoint.point).Magnitude2D();
+				if(UseEntityPos)
+					Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
+			}
+		}
+		LastObscured = Obscured1 || Obscured2;
+	}
+
+	// nothing to do
+	if(!LastObscured)
+		return false;
+
+	if(Fix1){
+		Source.x = Target.x - Cos(Beta)*Dist1;
+		Source.y = Target.y - Sin(Beta)*Dist1;
+		if(Mode == MODE_BEHINDCAR)
+			Source = colPoint.point;
+	}else{
+		WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
+		Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
+		Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
+	}
+
+	if(ResetStatics){
+		m_fDistanceBeforeChanges = (Source - Target).Magnitude2D();
+		DistanceSpeed = 0.0f;
+		Source.x = colPoint.point.x;
+		Source.y = colPoint.point.y;
+	}
+	return true;
+}
+
+void
+CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+	if(!CamTargetEntity->IsVehicle())
+		return;
+
+	FOV = DefaultFOV;
+
+	if(ResetStatics){
+		AlphaSpeed = 0.0f;
+		if(TheCamera.m_bIdleOn)
+			TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
+	}
+
+	CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
+	CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min;
+	float BaseDist = Dimensions.Magnitude2D();
+
+	CVector TargetCoors = CameraTarget;
+	TargetCoors.z += Dimensions.z - 0.1f;	// final
+	Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
+	while(Alpha >= PI) Alpha -= 2*PI;
+	while(Alpha < -PI) Alpha += 2*PI;
+	while(Beta >= PI) Beta -= 2*PI;
+	while(Beta < -PI) Beta += 2*PI;
+
+	m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D();
+
+	Cam_On_A_String_Unobscured(TargetCoors, BaseDist);
+	WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z);
+	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
+	FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation);
+	FixCamWhenObscuredByVehicle(TargetCoors);
+
+	m_cvecTargetCoorsForFudgeInter = TargetCoors;
+	Front = TargetCoors - Source;
+	Front.Normalise();
+	GetVectorsReadyForRW();
+	ResetStatics = false;
+}
+
+// Basic Cam on a string algorithm
+void
+CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
+{
+	CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth;
+	CA_MIN_DISTANCE = min(BaseDist*0.6f, 3.5f);
+
+	CVector Dist = Source - TargetCoors;
+
+	if(ResetStatics)
+		Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
+
+	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;
+	}
+}
+
+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;
+
+	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;
+}
+
+// Identical to M16
+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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+		Alpha += SQR(LookUpDown/150.0f)*ydir/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;
+
+	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;
+}
+
+// Identical to Rocket
+void
+CCam::Process_M16_1stPerson(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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+		Alpha += SQR(LookUpDown/150.0f)*ydir/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;
+
+	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;
+}
+
+void
+CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+	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;
+		}
+		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;
+		}
+
+		((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);
+
+		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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+		Alpha += SQR(LookUpDown/150.0f)*ydir/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;
+
+		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());
+		CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
+		CVector CamPos = mi->m_vehicleType == VEHICLE_TYPE_BOAT ? mi->m_positions[BOAT_POS_FRONTSEAT] : mi->m_positions[CAR_POS_FRONTSEAT];
+		CamPos.x = 0.0f;
+		CamPos.y += -0.08f;
+		CamPos.z += 0.62f;
+		FOV = 60.0f;
+		Source = Multiply3x3(CamTargetEntity->GetMatrix(), CamPos);
+		Source += CamTargetEntity->GetPosition();
+		if(((CVehicle*)CamTargetEntity)->IsBoat())
+			Source.z += 0.5f;
+
+		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 = CamTargetEntity->GetForward();
+		Front.Normalise();
+		Up = CamTargetEntity->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
+		RwV3d HeadPos = vecHeadCamOffset;
+		CVector TargetCoors;
+
+		// needs fix for SKINNING
+		RwFrame *frm = ((CPed*)CamTargetEntity)->GetNodeFrame(PED_HEAD);
+		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 = RwV3d(CamTargetEntity->GetMatrix() * m_vecBufferedPlayerBodyOffset);
+		}else{
+			float HeadDelta = (HeadPos - InitialHeadPos).Magnitude2D();
+			CVector Fwd = CamTargetEntity->GetForward();
+			Fwd.z = 0.0f;
+			Fwd.Normalise();
+			HeadPos = RwV3d(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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+			Alpha += SQR(LookUpDown/150.0f)*ydir/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);
+}
+
+void
+CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+	if(CamTargetEntity->m_rwObject == nil)
+		return;
+
+#ifdef FIX_BUGS
+	if(!CamTargetEntity->IsPed())
+		return;
+#endif
+
+	static bool FailedTestTwelveFramesAgo = false;
+	RwV3d HeadPos;
+	CVector TargetCoors;
+	TargetCoors = CameraTarget;
+
+	static float TargetFOV = 0.0f;
+
+	if(ResetStatics){
+		Beta = TargetOrientation;
+		Alpha = 0.0f;
+		m_fInitialPlayerOrientation = TargetOrientation;
+		FailedTestTwelveFramesAgo = false;
+		// static DPadVertical unused
+		// static DPadHorizontal unused
+		m_bCollisionChecksOn = true;
+		FOVSpeed = 0.0f;
+		TargetFOV = FOV;
+		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/17.5 * FOV/80.0f * CTimer::GetTimeStep();
+		Alpha += SQR(LookUpDown/150.0f)*ydir/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;
+
+	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(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);
+	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;
+}
+
+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 = DEGTORAD(18.0f);
+	// unused AngleToGoTo
+	// unused AngleToGoToSpeed
+	// unused DistBetweenPedAndPlayerPreviouslyOn
+	static float HeightDown = -0.5f;
+	static float PreviousDistForInter;
+	CVector TargetCoors;
+	CVector2D vDist;
+	float fDist, fAimingDist;
+	float TargetAlpha;
+	CColPoint colPoint;
+	CEntity *entity;
+
+	TargetCoors = CameraTarget;
+
+	if(TheCamera.Cams[TheCamera.ActiveCam].Mode != MODE_SYPHON)
+		return;
+
+	vDist = Source - TargetCoors;
+	fDist = vDist.Magnitude();
+	if(fDist == 0.0f)
+		Source = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
+	else
+		Source = TargetCoors + CVector(vDist.x/fDist * 1.7f, vDist.y/fDist * 1.7f, 0.0f);
+	if(fDist > 1.7f)
+		fDist = 1.7f;
+
+	Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y);
+	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){
+		CameraObscured = false;
+		float TestBeta1 = NewBeta - BetaOffset - Beta;
+		float TestBeta2 = NewBeta + BetaOffset - Beta;
+		MakeAngleLessThan180(TestBeta1);
+		MakeAngleLessThan180(TestBeta2);
+		if(Abs(TestBeta1) < Abs(TestBeta2))
+			BetaOffset = -BetaOffset;
+		// some unuseds
+		ResetStatics = false;
+	}
+	Beta = NewBeta + BetaOffset;
+	Source = TargetCoors;
+	Source.x += 1.7f*Cos(Beta);
+	Source.y += 1.7f*Sin(Beta);
+	TargetCoors.z += m_fSyphonModeTargetZOffSet;
+	fAimingDist = (TheCamera.m_cvecAimingTargetCoors - TargetCoors).Magnitude2D();
+	if(fAimingDist < 6.5f)
+		fAimingDist = 6.5f;
+	TargetAlpha = CGeneral::GetATanOfXY(fAimingDist, TheCamera.m_cvecAimingTargetCoors.z - TargetCoors.z);
+	while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
+	while(TargetAlpha < -PI) TargetAlpha += 2*PI;
+
+	// inlined
+	WellBufferMe(-TargetAlpha, &Alpha, &AlphaSpeed, 0.07f, 0.015f, true);
+
+	Source.z += fDist*Sin(Alpha) + fDist*0.2f;
+	if(Source.z < TargetCoors.z + HeightDown)
+		Source.z = TargetCoors.z + HeightDown;
+
+	CameraObscured = CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, true, false, false, true, false, true, true);
+	// PreviousDistForInter unused
+	if(CameraObscured){
+		PreviousDistForInter = (TargetCoors - colPoint.point).Magnitude2D();
+		Source = colPoint.point;
+	}else
+		PreviousDistForInter = 1.7f;
+
+	m_cvecTargetCoorsForFudgeInter = TargetCoors;
+	Front = TargetCoors - Source;
+	m_fMinDistAwayFromCamWhenInterPolating = Front.Magnitude2D();
+	if(m_fMinDistAwayFromCamWhenInterPolating < 1.1f)
+		RwCameraSetNearClipPlane(Scene.camera, max(m_fMinDistAwayFromCamWhenInterPolating - 0.35f, 0.05f));
+	Front.Normalise();
+	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;
+	float 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;
+}
+
+void
+CCam::Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float)
+{
+	if(!CamTargetEntity->IsPed())
+		return;
+
+	FOV = DefaultFOV;
+	float BetaLeft, BetaRight, DeltaBetaLeft, DeltaBetaRight;
+	float BetaFix;
+	float Dist;
+	float BetaMaxSpeed = 0.015f;
+	float BetaAcceleration = 0.007f;
+	static bool PreviouslyFailedBuildingChecks = false;
+	float TargetCamHeight;
+	CVector TargetCoors;
+
+	m_fMinDistAwayFromCamWhenInterPolating = 4.0f;
+	Front = Source - CameraTarget;
+	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 - HALFPI;
+	BetaRight = TargetOrientation + HALFPI;
+	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;
+	}
+
+	// Check collisions
+	BetaFix = 0.0f;
+	Dist = Front.Magnitude2D();
+	if(m_bCollisionChecksOn || PreviouslyFailedBuildingChecks){
+		BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.25f, 0.0f, true, false, false, true, false);
+		if(BetaFix == 0.0f){
+			BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, DEGTORAD(24.0f), true, false, false, true, false);
+			if(BetaFix == 0.0f)
+				BetaFix = GetPedBetaAngleForClearView(CameraTarget, Dist+0.5f, -DEGTORAD(24.0f), true, false, false, true, false);
+		}
+	}
+	if(BetaFix != 0.0f){
+		BetaMaxSpeed = 0.1f;
+		PreviouslyFailedBuildingChecks = true;
+		BetaAcceleration = 0.025f;
+		m_fTargetBeta = Beta + BetaFix;
+	}
+	WellBufferMe(m_fTargetBeta, &Beta, &BetaSpeed, BetaMaxSpeed, BetaAcceleration, true);
+
+	Source = CameraTarget + 4.0f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+	Source.z -= 0.5f;
+
+	WellBufferMe(TargetOrientation, &m_fBufferedTargetOrientation, &m_fBufferedTargetOrientationSpeed, 0.07f, 0.004f, true);
+	TargetCoors = CameraTarget + 0.5f*CVector(Cos(m_fBufferedTargetOrientation), Sin(m_fBufferedTargetOrientation), 0.0f);
+
+	TargetCamHeight = CameraTarget.z - Source.z + max(m_fPedBetweenCameraHeightOffset, m_fRoadOffSet + m_fDimensionOfHighestNearCar) - 0.5f;
+	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;
+	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::GetTimeStepInMilliseconds();
+	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;
+	}
+}
+
+void
+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 Left = CrossProduct(Front, NewUp);
+	Left.Normalise();
+	NewUp = CrossProduct(Left, Front);
+
+	float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
+	Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
+}
+
+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(CMenuManager::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();
+}
+
+// unused
+void
+CCam::Process_Circle(const CVector &CameraTarget, float, float, float)
+{
+	FOV = DefaultFOV;
+
+	Front.x =  Cos(0.7f) * Cos((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
+	Front.y =  Cos(0.7f) * Sin((CTimer::GetTimeInMilliseconds()&0xFFF)/(float)0xFFF * TWOPI);
+	Front.z = -Sin(0.7f);
+	Source = CameraTarget - 4.0f*Front;
+	Source.z += 1.0f;
+	GetVectorsReadyForRW();
+}
+
+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;
+}
+
+#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, 0.9f);
+	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);
+	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->GetPosition() = 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, 0.9f);
+	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);
+	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->GetPosition() = 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, 0.9f);
+	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);
+	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->GetPosition() = 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();
+}
+
+bool
+CCam::ProcessArrestCamOne(void)
+{
+	FOV = 45.0f;
+	if(ResetStatics)
+		return true;
+
+#ifdef FIX_BUGS
+	if(!CamTargetEntity->IsPed())
+		return true;
+#endif
+
+	bool found;
+	float Ground;
+	CVector PlayerCoors = TheCamera.pTargetEntity->GetPosition();
+	CVector CopCoors = ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop->GetPosition();
+	Beta = CGeneral::GetATanOfXY(PlayerCoors.x - CopCoors.x, PlayerCoors.y - CopCoors.y);
+
+	Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+	Source.z += 6.0f;
+	Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
+	if(!found){
+		Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
+		if(!found)
+			return false;
+	}
+	Source.z = Ground + 0.25f;
+	if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true)){
+		Beta += DEGTORAD(115.0f);
+		Source = PlayerCoors + 9.5f*CVector(Cos(Beta), Sin(Beta), 0.0f);
+		Source.z += 6.0f;
+		Ground = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, Source.z, &found);
+		if(!found){
+			Ground = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, Source.z, &found);
+			if(!found)
+				return false;
+		}
+		Source.z = Ground + 0.25f;
+
+		CopCoors.z += 0.35f;
+		Front = CopCoors - Source;
+		if(!CWorld::GetIsLineOfSightClear(Source, CopCoors, true, true, false, true, false, true, true))
+			return false;
+	}
+	CopCoors.z += 0.35f;
+	m_cvecTargetCoorsForFudgeInter = CopCoors;
+	Front = CopCoors - Source;
+	ResetStatics = false;
+	GetVectorsReadyForRW();
+	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;
+}
+
+STARTPATCHES
+	InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
+	InjectHook(0x458410, &CCam::Init, PATCH_JUMP);
+	InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
+	InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);
+	InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP);
+	InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP);
+	InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP);
+	InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP);
+	InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP);
+	InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP);
+	InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP);
+	InjectHook(0x458600, &CCam::LookBehind, PATCH_JUMP);
+	InjectHook(0x458C40, &CCam::LookLeft, PATCH_JUMP);
+	InjectHook(0x458FB0, &CCam::LookRight, PATCH_JUMP);
+	InjectHook(0x4574C0, &CCam::ClipIfPedInFrontOfPlayer, PATCH_JUMP);
+	InjectHook(0x459300, &CCam::KeepTrackOfTheSpeed, PATCH_JUMP);
+	InjectHook(0x458580, &CCam::IsTargetInWater, PATCH_JUMP);
+	InjectHook(0x4570C0, &CCam::AvoidWallsTopDownPed, PATCH_JUMP);
+	InjectHook(0x4595B0, &CCam::PrintMode, PATCH_JUMP);
+
+	InjectHook(0x467400, &CCam::ProcessSpecialHeightRoutines, PATCH_JUMP);
+	InjectHook(0x4596A0, &CCam::Process, PATCH_JUMP);
+	InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP);
+	InjectHook(0x45FF70, &CCam::Process_FollowPedWithMouse, PATCH_JUMP);
+	InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP);
+	InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP);
+	InjectHook(0x463EB0, &CCam::Process_TopDown, PATCH_JUMP);
+	InjectHook(0x464390, &CCam::Process_TopDownPed, PATCH_JUMP);
+	InjectHook(0x461AF0, &CCam::Process_Rocket, PATCH_JUMP);
+	InjectHook(0x460E00, &CCam::Process_M16_1stPerson, PATCH_JUMP);
+	InjectHook(0x459FA0, &CCam::Process_1stPerson, PATCH_JUMP);
+	InjectHook(0x462420, &CCam::Process_Sniper, PATCH_JUMP);
+	InjectHook(0x463130, &CCam::Process_Syphon, PATCH_JUMP);
+	InjectHook(0x463A70, &CCam::Process_Syphon_Crim_In_Front, PATCH_JUMP);
+	InjectHook(0x45B470, &CCam::Process_BehindBoat, PATCH_JUMP);
+	InjectHook(0x45D2F0, &CCam::Process_Fight_Cam, PATCH_JUMP);
+	InjectHook(0x45DC20, &CCam::Process_FlyBy, PATCH_JUMP);
+	InjectHook(0x464D10, &CCam::Process_WheelCam, PATCH_JUMP);
+	InjectHook(0x45DA20, &CCam::Process_Fixed, PATCH_JUMP);
+	InjectHook(0x461940, &CCam::Process_Player_Fallen_Water, PATCH_JUMP);
+	InjectHook(0x45C400, &CCam::Process_Circle, PATCH_JUMP);
+	InjectHook(0x462FC0, &CCam::Process_SpecialFixedForSyphon, PATCH_JUMP);
+	InjectHook(0x45CCC0, &CCam::Process_Debug, PATCH_JUMP);
+	InjectHook(0x4656C0, &CCam::ProcessPedsDeadBaby, PATCH_JUMP);
+	InjectHook(0x465000, &CCam::ProcessArrestCamOne, PATCH_JUMP);
+	InjectHook(0x4653C0, &CCam::ProcessArrestCamTwo, PATCH_JUMP);
+
+	InjectHook(0x456CE0, &FindSplinePathPositionFloat, PATCH_JUMP);
+	InjectHook(0x4569A0, &FindSplinePathPositionVector, PATCH_JUMP);
+
+	InjectHook(0x473250, &CCamera::dtor, PATCH_JUMP);
+ENDPATCHES
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 75e52c5f..3f7ed286 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -13,8 +13,6 @@
 #include "MBlur.h"
 #include "Camera.h"
 
-const float DefaultFOV = 70.0f;	// beta: 80.0f
-
 CCamera &TheCamera = *(CCamera*)0x6FACF8;
 bool &CCamera::m_bUseMouse3rdPerson = *(bool *)0x5F03D8;
 
@@ -38,6 +36,15 @@ CCamera::GetFading()
 	return m_bFading;
 }
 
+int
+CCamera::GetFadingDirection()
+{
+	if(m_bFading)
+		return m_iFadingDirection == FADE_IN ? FADE_IN : FADE_OUT;
+	else
+		return FADE_NONE;
+}
+
 bool
 CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat)
 {
@@ -182,1148 +189,6 @@ CCamera::ClearPlayerWeaponMode()
 	PlayerWeaponMode.Duration = 0.0f;
 }
 
-
-/*
- *
- * CCam
- *
- */
-
-
-// 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
-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);
-}
-
-// 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;
-}
-
-static float DefaultAcceleration = 0.045f;
-static float DefaultMaxStep = 0.15f;
-
-void
-CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float)
-{
-	const float GroundDist = 1.85f;
-
-	CVector TargetCoors, Dist, IdealSource;
-	float Length = 0.0f;
-	float LateralLeft = 0.0f;
-	float LateralRight = 0.0f;
-	float Center = 0.0f;
-	static bool PreviouslyObscured;
-	static bool PickedASide;
-	static float FixedTargetOrientation = 0.0f;
-	float AngleToGoTo = 0.0f;
-	float BetaOffsetAvoidBuildings = 0.45f;		// ~25 deg
-	float BetaOffsetGoingBehind = 0.45f;
-	bool GoingBehind = false;
-	bool Obscured = false;
-	bool BuildingCheckObscured = false;
-	bool HackPlayerOnStoppingTrain = false;
-	static int TimeIndicatedWantedToGoDown = 0;
-	static bool StartedCountingForGoDown = false;
-	float DeltaBeta;
-
-	m_bFixingBeta = false;
-	bBelowMinDist = false;
-	bBehindPlayerDesired = false;
-
-	assert(CamTargetEntity->IsPed());
-
-	// CenterDist should be > LateralDist because we don't have an angle for safety in this case
-	float CenterDist, LateralDist;
-	float AngleToGoToSpeed;
-	if(m_fCloseInPedHeightOffsetSpeed > 0.00001f){
-		LateralDist = 0.55f;
-		CenterDist = 1.25f;
-		BetaOffsetAvoidBuildings = 0.9f;	// ~50 deg
-		BetaOffsetGoingBehind = 0.9f;
-		AngleToGoToSpeed = 0.88254666f;
-	}else{
-		LateralDist = 0.8f;
-		CenterDist = 1.35f;
-		if(TheCamera.PedZoomIndicator == 1.0f || TheCamera.PedZoomIndicator == 4.0f){
-			LateralDist = 1.25f;
-			CenterDist = 1.6f;
-		}
-		AngleToGoToSpeed = 0.43254671f;
-	}
-
-	FOV = DefaultFOV;
-
-	if(ResetStatics){
-		Rotating = false;
-		m_bCollisionChecksOn = true;
-		FixedTargetOrientation = 0.0f;
-		PreviouslyObscured = false;
-		PickedASide = false;
-		StartedCountingForGoDown = false;
-		AngleToGoTo = 0.0f;
-		// unused LastAngleWithNoPickedASide
-	}
-
-
-	TargetCoors = CameraTarget;
-	IdealSource = Source;
-	TargetCoors.z += m_fSyphonModeTargetZOffSet;
-
-	CVector TempTargetCoors;
-	TempTargetCoors = DoAverageOnVector(TargetCoors);
-	TargetCoors = TempTargetCoors;
-	// Add this unknown offset, but later it's removed again
-	TargetCoors.z += m_fUnknownZOffSet;
-
-	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 * GroundDist;
-	else
-		IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f);
-
-	// TODO: what's transition beta?
-	if(TheCamera.m_bUseTransitionBeta && ResetStatics){
-		CVector VecDistance;
-		IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta);
-		IdealSource.y = TargetCoors.y + GroundDist*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)
-			HackPlayerOnStoppingTrain = true;
-
-	if(TheCamera.m_bCamDirectlyInFront){
-		 m_bCollisionChecksOn = true;
-		 Beta = TargetOrientation;
-	}
-
-	while(Beta >= PI) Beta -= 2.0f * PI;
-	while(Beta < -PI) Beta += 2.0f * PI;
-
-	// BUG? is this ever used?
-	// The values seem to be roughly m_fPedZoomValueSmooth + 1.85
-	if(ResetStatics){
-		if(TheCamera.PedZoomIndicator == 1.0f) m_fRealGroundDist = 2.090556f;
-		if(TheCamera.PedZoomIndicator == 2.0f) m_fRealGroundDist = 3.34973f;
-		if(TheCamera.PedZoomIndicator == 3.0f) m_fRealGroundDist = 4.704914f;
-		if(TheCamera.PedZoomIndicator == 4.0f) m_fRealGroundDist = 2.090556f;
-	}
-	// And what is this? It's only used for collision and rotation it seems
-	float RealGroundDist;
-	if(TheCamera.PedZoomIndicator == 1.0f) RealGroundDist = 2.090556f;
-	if(TheCamera.PedZoomIndicator == 2.0f) RealGroundDist = 3.34973f;
-	if(TheCamera.PedZoomIndicator == 3.0f) RealGroundDist = 4.704914f;
-	if(TheCamera.PedZoomIndicator == 4.0f) RealGroundDist = 2.090556f;
-	if(m_fCloseInPedHeightOffset >  0.00001f)
-		RealGroundDist = 1.7016f;
-
-
-	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;
-
-
-	if(m_fCloseInPedHeightOffset > 0.00001f)
-		TargetCoors.z -= m_fUnknownZOffSet;
-
-	// Figure out if and where we want to rotate
-
-	if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
-
-		// Center cam behind player
-
-		GoingBehind = true;
-		m_bCollisionChecksOn = true;
-		float OriginalBeta = Beta;
-		// Set Beta behind player
-		Beta = TargetOrientation + PI;
-		TargetCoors.z -= 0.1f;
-
-		AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
-		if(AngleToGoTo != 0.0f){
-			if(AngleToGoTo < 0.0f)
-				AngleToGoTo -= AngleToGoToSpeed;
-			else
-				AngleToGoTo += AngleToGoToSpeed;
-		}else{
-			float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false);
-			float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false);
-			if(LateralLeft == 0.0f && LateralRight != 0.0f)
-				AngleToGoTo += LateralRight;
-			else if(LateralLeft != 0.0f && LateralRight == 0.0f)
-				AngleToGoTo += LateralLeft;
-		}
-
-		TargetCoors.z += 0.1f;
-		Beta = OriginalBeta;
-
-		if(PickedASide){
-			if(AngleToGoTo == 0.0f)
-				FixedTargetOrientation = TargetOrientation + PI;
-			Rotating = true;
-		}else{
-			FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo;
-			Rotating = true;
-			PickedASide = true;
-		}
-	}else{
-
-		// Rotate cam to avoid clipping into buildings
-
-		TargetCoors.z -= 0.1f;
-
-		Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false);
-		if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){
-			if(Center != 0.0f){
-				AngleToGoTo = Center;
-			}else{
-				LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false);
-				LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false);
-				if(LateralLeft == 0.0f && LateralRight != 0.0f){
-					AngleToGoTo += LateralRight;
-					if(m_fCloseInPedHeightOffset > 0.0f)
-						RwCameraSetNearClipPlane(Scene.camera, 0.7f);
-				}else if(LateralLeft != 0.0f && LateralRight == 0.0f){
-					AngleToGoTo += LateralLeft;
-					if(m_fCloseInPedHeightOffset > 0.0f)
-						RwCameraSetNearClipPlane(Scene.camera, 0.7f);
-				}
-			}
-			if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f)
-				BuildingCheckObscured = true;
-		}
-
-		TargetCoors.z += 0.1f;
-	}
-
-	if(m_fCloseInPedHeightOffset > 0.00001f)
-		TargetCoors.z += m_fUnknownZOffSet;
-
-
-	// Have to fix to avoid collision
-
-	if(AngleToGoTo != 0.0f){
-		Obscured = true;
-		Rotating = true;
-		if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){
-			if(!PickedASide)
-				FixedTargetOrientation = Beta + AngleToGoTo;	// can this even happen?
-		}else
-			FixedTargetOrientation = Beta + AngleToGoTo;
-
-		// This calculation is only really used to figure out how fast to rotate out of collision
-
-		m_fAmountFractionObscured = 1.0f;
-		CVector PlayerPos = FindPlayerPed()->GetPosition();
-		float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
-		// What's going on here? - AngleToGoTo?
-		CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
-
-		CColPoint colpoint;
-		CEntity *entity;
-		if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){
-			if((PlayerPos - RotatedSource).Magnitude() != 0.0f)
-				m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude();
-			else
-				m_fAmountFractionObscured = 1.0f;
-		}
-	}
-	if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f;
-	if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f;
-
-
-
-	// Figure out speed values for Beta rotation
-
-	float Acceleration, MaxSpeed;
-	static float AccelerationMult = 0.35f;
-	static float MaxSpeedMult = 0.85f;
-	static float AccelerationMultClose = 0.7f;
-	static float MaxSpeedMultClose = 1.6f;
-	float BaseAcceleration = 0.025f;
-	float BaseMaxSpeed = 0.09f;
-	if(m_fCloseInPedHeightOffset > 0.00001f){
-		if(AngleToGoTo == 0.0f){
-			BaseAcceleration = 0.022f;
-			BaseMaxSpeed = 0.04f;
-		}else{
-			BaseAcceleration = DefaultAcceleration;
-			BaseMaxSpeed = DefaultMaxStep;
-		}
-	}
-	if(AngleToGoTo == 0.0f){
-		Acceleration = BaseAcceleration;
-		MaxSpeed = BaseMaxSpeed;
-	}else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){
-		Acceleration = 0.051f;
-		MaxSpeed = 0.18f;
-	}else if(m_fCloseInPedHeightOffset > 0.00001f){
-		Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f);
-		MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f);
-	}else{
-		Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f);
-		MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f);
-	}
-	static float AccelerationLimit = 0.3f;
-	static float MaxSpeedLimit = 0.65f;
-	if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit;
-	if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit;
-
-
-	int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState;
-	if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL &&
-	   !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){
-		Rotating = false;
-		BetaSpeed = 0.0f;
-	}
-
-	// Now do the Beta rotation
-
-	float Distance = (IdealSource - TargetCoors).Magnitude2D();
-	m_fDistanceBeforeChanges = Distance;
-
-	if(Rotating){
-		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
-		DeltaBeta = FixedTargetOrientation - Beta;
-		while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
-		while(DeltaBeta < -PI) DeltaBeta += 2*PI;
-
-		float ReqSpeed = DeltaBeta * MaxSpeed;
-		// 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());
-*/
-		WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true);
-
-		if(ResetStatics){
-			Beta = FixedTargetOrientation;
-			BetaSpeed = 0.0f;
-		}
-
-		Source.x = TargetCoors.x + Distance * Cos(Beta);
-		Source.y = TargetCoors.y + Distance * 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 ||
-	   HackPlayerOnStoppingTrain || Rotating){
-		if(TheCamera.m_bCamDirectlyBehind){
-			Beta = TargetOrientation + PI;
-			Source.x = TargetCoors.x + Distance * Cos(Beta);
-			Source.y = TargetCoors.y + Distance * Sin(Beta);
-		}
-		if(TheCamera.m_bCamDirectlyInFront){
-			Beta = TargetOrientation;
-			Source.x = TargetCoors.x + Distance * Cos(Beta);
-			Source.y = TargetCoors.y + Distance * Sin(Beta);
-		}
-		if(HackPlayerOnStoppingTrain){
-			Beta = TargetOrientation + PI;
-			Source.x = TargetCoors.x + Distance * Cos(Beta);
-			Source.y = TargetCoors.y + Distance * 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;
-	}
-
-	// Subtract m_fUnknownZOffSet from both?
-	TargetCoors.z -= m_fUnknownZOffSet;
-	Source.z = IdealSource.z - m_fUnknownZOffSet;
-
-	// Apply zoom now
-	// m_fPedZoomValueSmooth makes the cam go down the further out it is
-	//  0.25 ->  0.20 for nearest dist
-	//  1.50 -> -0.05 for mid dist
-	//  2.90 -> -0.33 for far dist
-	Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f;
-	// Zoom out camera
-	Front = TargetCoors - Source;
-	Front.Normalise();
-	Source -= Front * TheCamera.m_fPedZoomValueSmooth;
-	// and then we move up again
-	//  -0.375
-	//   0.25
-	//   0.95
-	Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset;
-
-
-	// Process height offset to avoid peds and cars
-
-	float TargetZOffSet = m_fUnknownZOffSet + m_fDimensionOfHighestNearCar;
-	TargetZOffSet = max(TargetZOffSet, 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 if(TargetZOffSet == m_fUnknownZOffSet && TargetZOffSet > m_fCamBufferedHeight){
-			// TODO: figure this out
-			bool foo = false;
-			switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched)
-			case SURFACE_GRASS:
-			case SURFACE_DIRT:
-			case SURFACE_PAVEMENT:
-			case SURFACE_STEEL:
-			case SURFACE_TIRE:
-			case SURFACE_STONE:
-				foo = true;
-			if(foo)
-				WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false);
-			else
-				WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, 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;
-
-
-	// Clip Source if necessary
-
-	bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f;
-	if(GoingBehind || ResetStatics || ClipSource){
-		CColPoint colpoint;
-		CEntity *entity;
-		if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){
-			Source = colpoint.point;
-			if((TargetCoors - Source).Magnitude2D() < 1.0f)
-				RwCameraSetNearClipPlane(Scene.camera, 0.05f);
-		}
-	}
-
-	TargetCoors.z += min(1.0f, m_fCamBufferedHeight/2.0f);
-	m_cvecTargetCoorsForFudgeInter = TargetCoors;
-
-	Front = TargetCoors - Source;
-	m_fRealGroundDist = Front.Magnitude2D();
-	m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist;	
-	Front.Normalise();
-	GetVectorsReadyForRW();
-	TheCamera.m_bCamDirectlyBehind = false;
-	TheCamera.m_bCamDirectlyInFront = false;
-	PreviouslyObscured = BuildingCheckObscured;
-
-	ResetStatics = false;
-}
-
-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;
-
-	WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation);
-	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
-	FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation);
-
-	Front = TargetCoors - Source;
-	m_cvecTargetCoorsForFudgeInter = TargetCoors;
-	ResetStatics = false;
-	GetVectorsReadyForRW();
-}
-
-void
-CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation)
-{
-	CColPoint colpoint;
-	CEntity *ent;
-	float TargetZOffSet = 0.0f;
-	static bool PreviouslyFailedRoadHeightCheck = false;
-	static float RoadHeightFix = 0.0f;
-	static float RoadHeightFixSpeed = 0.0f;
-
-	if(ResetStatics){
-		RoadHeightFix = 0.0f;
-		RoadHeightFixSpeed = 0.0f;
-		Alpha = DEGTORAD(25.0f);
-		AlphaSpeed = 0.0f;
-	}
-	float AlphaTarget = DEGTORAD(25.0f);
-	if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain())
-		AlphaTarget = DEGTORAD(14.0f);
-	WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true);
-	Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha);
-
-	if(FindPlayerVehicle()){
-		m_fUnknownZOffSet = 0.0f;
-		bool FoundRoad = false;
-		bool FoundRoof = false;
-		float RoadZ = 0.0f;
-		float RoofZ = 0.0f;
-
-		if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
-		   ent->IsBuilding()){
-			FoundRoad = true;
-			RoadZ = colpoint.point.z;
-		}
-
-		if(FoundRoad){
-			if(Source.z - RoadZ < 0.9f){
-				PreviouslyFailedRoadHeightCheck = true;
-				TargetZOffSet = RoadZ + 0.9f - Source.z;
-			}else{
-				if(m_bCollisionChecksOn)
-					PreviouslyFailedRoadHeightCheck = false;
-				else
-					TargetZOffSet = 0.0f;
-			}
-		}else{
-			if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) &&
-			   ent->IsBuilding()){
-				FoundRoof = true;
-				RoofZ = colpoint.point.z;
-			}
-			if(FoundRoof){
-				if(Source.z - RoofZ < 0.9f){
-					PreviouslyFailedRoadHeightCheck = true;
-					TargetZOffSet = RoofZ + 0.9f - Source.z;
-				}else{
-					if(m_bCollisionChecksOn)
-						PreviouslyFailedRoadHeightCheck = false;
-					else
-						TargetZOffSet = 0.0f;
-				}
-			}
-		}
-	}
-
-	if(TargetZOffSet > RoadHeightFix)
-		RoadHeightFix = TargetZOffSet;
-	else
-		WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false);
-
-	if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) &&
-	   colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE &&
-	   RoadHeightFix > 1.4f)
-		RoadHeightFix = 1.4f;
-
-	Source.z += RoadHeightFix;
-}
-
-void
-CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight)
-{
-	static float LastTargetAlphaWithCollisionOn = 0.0f;
-	static float LastTopAlphaSpeed = 0.0f;
-	static float LastAlphaSpeedStep = 0.0f;
-	static bool PreviousNearCheckNearClipSmall = false;
-
-	bool CamClear = true;
-	float ModeAlpha = 0.0f;
-
-	if(ResetStatics){
-		LastTargetAlphaWithCollisionOn = 0.0f;
-		LastTopAlphaSpeed = 0.0f;
-		LastAlphaSpeedStep = 0.0f;
-		PreviousNearCheckNearClipSmall = false;
-	}
-
-	float TopAlphaSpeed = 0.15f;
-	float AlphaSpeedStep = 0.015f;
-
-	float zoomvalue = TheCamera.CarZoomValueSmooth;
-	if(zoomvalue < 0.1f)
-		zoomvalue = 0.1f;
-	if(TheCamera.CarZoomIndicator == 1.0f)
-		ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue);	// near
-	else if(TheCamera.CarZoomIndicator == 2.0f)
-		ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue);	// mid
-	else if(TheCamera.CarZoomIndicator == 3.0f)
-		ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue);	// far
-
-
-	float Length = (Source - TargetCoors).Magnitude2D();
-	if(m_bCollisionChecksOn){	// there's another variable (on PC) but it's uninitialised
-		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;
-		if(CarAlpha < -0.01f)
-			CarAlpha = -0.01f;
-
-		float DeltaAlpha = CarAlpha - Alpha;
-		while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
-		while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
-		// What's this?? wouldn't it make more sense to clamp?
-		float AngleLimit = DEGTORAD(1.8f);
-		if(DeltaAlpha < -AngleLimit)
-			DeltaAlpha += AngleLimit;
-		else if(DeltaAlpha > AngleLimit)
-			DeltaAlpha -= AngleLimit;
-		else
-			DeltaAlpha = 0.0f;
-
-		// Now the collision
-
-		float TargetAlpha = 0.0f;
-		bool FoundRoofCenter = false;
-		bool FoundRoofSide1 = false;
-		bool FoundRoofSide2 = false;
-		bool FoundCamRoof = false;
-		bool FoundCamGround = false;
-		float CamRoof = 0.0f;
-		float CarBottom = TargetCoors.z - TargetHeight/2.0f;
-
-		// Check car center
-		float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter);
-
-		// Check sides of the car
-		Forward = CamTargetEntity->GetForward();	// we actually still have that...
-		Forward.Normalise();	// shouldn't be necessary
-		float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
-		float SideX = 2.5f * Cos(CarSideAngle);
-		float SideY = 2.5f * Sin(CarSideAngle);
-		CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
-		CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
-
-		// Now find out at what height we'd like to place the camera
-		float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround);
-		float CamTargetZ = 0.0f;
-		if(FoundCamGround){
-			// This is the normal case
-			CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof);
-			CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f;
-		}else{
-			FoundCamRoof = false;
-			CamTargetZ = TargetCoors.z;
-		}
-
-		if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){
-			// Car is under something but camera isn't
-			// This seems weird...
-			TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f);
-			CamClear = false;
-		}
-		if(FoundCamRoof){
-			// Camera is under something
-			float roof = FoundRoofCenter ? min(CamRoof, CarRoof) : CamRoof;
-			// Same weirdness again?
-			TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f);
-			CamClear = false;
-		}
-		while(TargetAlpha >= PI) TargetAlpha -= 2*PI;
-		while(TargetAlpha < -PI) TargetAlpha += 2*PI;
-		if(TargetAlpha < DEGTORAD(-7.0f))
-			TargetAlpha = DEGTORAD(-7.0f);
-
-		// huh?
-		if(TargetAlpha > ModeAlpha)
-			CamClear = true;
-		// Camera is contrained by collision in some way
-		PreviousNearCheckNearClipSmall = false;
-		if(!CamClear){
-			PreviousNearCheckNearClipSmall = true;
-			RwCameraSetNearClipPlane(Scene.camera, 0.9f);
-
-			DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha);
-			while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI;
-			while(DeltaAlpha < -PI) DeltaAlpha += 2*PI;
-
-			TopAlphaSpeed = 0.3f;
-			AlphaSpeedStep = 0.03f;
-		}
-
-		// Now do things if CamClear...but what is that anyway?
-		float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset;
-		bool FoundGround, FoundRoof;
-		float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround);
-		if(FoundGround){
-			if(CamClear)
-				if(CamZ - CamGround2 < 1.5f){
-					PreviousNearCheckNearClipSmall = true;
-					RwCameraSetNearClipPlane(Scene.camera, 0.9f);
-
-					float a;
-					if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f)
-						a = Alpha;
-					else
-						a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z);
-					while(a > PI) a -= 2*PI;
-					while(a < -PI) a += 2*PI;
-					DeltaAlpha = a - Alpha;
-				}
-		}else{
-			if(CamClear){
-				float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof);
-				if(FoundRoof && CamZ - CamRoof2 < 1.5f){
-					PreviousNearCheckNearClipSmall = true;
-					RwCameraSetNearClipPlane(Scene.camera, 0.9f);
-
-					if(CamRoof2 > TargetCoors.z + 3.5f)
-						CamRoof2 = TargetCoors.z + 3.5f;
-
-					float a;
-					if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f)
-						a = Alpha;
-					else
-						a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z);
-					while(a > PI) a -= 2*PI;
-					while(a < -PI) a += 2*PI;
-					DeltaAlpha = a - Alpha;
-				}
-			}
-		}
-
-		LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha;
-		LastTopAlphaSpeed = TopAlphaSpeed;
-		LastAlphaSpeedStep = AlphaSpeedStep;
-	}else{
-		if(PreviousNearCheckNearClipSmall)
-			RwCameraSetNearClipPlane(Scene.camera, 0.9f);
-	}
-
-	WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
-
-	Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
-}
-
-// Rotate cam behind the car when the car is moving forward
-bool
-CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
-{
-	bool MovingForward = false;
-	CPhysical *phys = (CPhysical*)CamTargetEntity;
-
-	float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f)));
-	if(ForwardSpeed > 0.02f)
-		MovingForward = true;
-
-	float Dist = (Source - TargetCoors).Magnitude2D();
-
-	float DeltaBeta = TargetOrientation - Beta;
-	while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
-	while(DeltaBeta < -PI) DeltaBeta += 2*PI;
-
-	if(Abs(DeltaBeta) > DEGTORAD(20.0f) && 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, 0.15f, 0.007f, 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;
-}
-
-// Move the cam to avoid clipping through buildings
-bool
-CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation)
-{
-	CVector Target = TargetCoors;
-	bool UseEntityPos = false;
-	CVector EntityPos;
-	static CColPoint colPoint;
-	static bool LastObscured = false;
-
-	if(Mode == MODE_BEHINDCAR)
-		Target.z += TargetHeight/2.0f;
-	if(Mode == MODE_CAM_ON_A_STRING){
-		UseEntityPos = true;
-		Target.z += TargetHeight/2.0f;
-		EntityPos = CamTargetEntity->GetPosition();
-	}
-
-	CVector TempSource = Source;
-
-	bool Obscured1 = false;
-	bool Obscured2 = false;
-	bool Fix1 = false;
-	float Dist1 = 0.0f;
-	float Dist2 = 0.0f;
-	CEntity *ent;
-	if(m_bCollisionChecksOn || LastObscured){
-		Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
-		if(Obscured1){
-			Dist1 = (Target - colPoint.point).Magnitude2D();
-			Fix1 = true;
-			if(UseEntityPos)
-				Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
-		}else if(m_bFixingBeta){
-			float d = (TempSource - Target).Magnitude();
-			TempSource.x = Target.x - d*Cos(TargetOrientation);
-			TempSource.y = Target.y - d*Sin(TargetOrientation);
-
-			// same check again
-			Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true);
-			if(Obscured2){
-				Dist2 = (Target - colPoint.point).Magnitude2D();
-				if(UseEntityPos)
-					Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true);
-			}
-		}
-		LastObscured = Obscured1 || Obscured2;
-	}
-
-	// nothing to do
-	if(!LastObscured)
-		return false;
-
-	if(Fix1){
-		Source.x = Target.x - Cos(Beta)*Dist1;
-		Source.y = Target.y - Sin(Beta)*Dist1;
-		if(Mode == MODE_BEHINDCAR)
-			Source = colPoint.point;
-	}else{
-		WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
-		Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
-		Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
-	}
-
-	if(ResetStatics){
-		m_fDistanceBeforeChanges = (Source - Target).Magnitude2D();
-		DistanceSpeed = 0.0f;
-		Source.x = colPoint.point.x;
-		Source.y = colPoint.point.y;
-	}
-	return true;
-}
-
-void
-CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float)
-{
-	if(!CamTargetEntity->IsVehicle())
-		return;
-
-	FOV = DefaultFOV;
-
-	if(ResetStatics){
-		AlphaSpeed = 0.0f;
-		if(TheCamera.m_bIdleOn)
-			TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds();
-	}
-
-	CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex());
-	CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min;
-	float BaseDist = Dimensions.Magnitude2D();
-
-	CVector TargetCoors = CameraTarget;
-	TargetCoors.z += Dimensions.z - 0.1f;	// final
-	Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y);
-	while(Alpha >= PI) Alpha -= 2*PI;
-	while(Alpha < -PI) Alpha += 2*PI;
-	while(Beta >= PI) Beta -= 2*PI;
-	while(Beta < -PI) Beta += 2*PI;
-
-	m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D();
-
-	Cam_On_A_String_Unobscured(TargetCoors, BaseDist);
-	WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z);
-	RotCamIfInFrontCar(TargetCoors, TargetOrientation);
-	FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation);
-	FixCamWhenObscuredByVehicle(TargetCoors);
-
-	m_cvecTargetCoorsForFudgeInter = TargetCoors;
-	Front = TargetCoors - Source;
-	Front.Normalise();
-	GetVectorsReadyForRW();
-	ResetStatics = false;
-}
-
-// Basic Cam on a string algorithm
-void
-CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist)
-{
-	CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth;
-	CA_MIN_DISTANCE = min(BaseDist*0.6f, 3.5f);
-
-	CVector Dist = Source - TargetCoors;
-
-	if(ResetStatics)
-		Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f);
-
-	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;
-	}
-}
-
-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;
-
-	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;
-}
-
-bool
-CCam::Using3rdPersonMouseCam() 
-{
-	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()
-{
-	CEntity *target = this->CamTargetEntity;
-	if (target && target->IsPed())
-		return ((CPed*)target)->GetWeapon()->m_bAddRotOffset;
-	
-	return false;
-}
-
 float
 CCamera::Find3rdPersonQuickAimPitch(void)
 {
@@ -1478,22 +343,4 @@ STARTPATCHES
 	InjectHook(0x46B560, &CCamera::FinishCutscene, PATCH_JUMP);
 	InjectHook(0x46FF30, &CCamera::SetZoomValueFollowPedScript, PATCH_JUMP);
 	InjectHook(0x46FF90, &CCamera::SetZoomValueCamStringScript, PATCH_JUMP);
-
-
-	InjectHook(0x456F40, WellBufferMe, PATCH_JUMP);
-	InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP);
-	InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP);
-	InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP);
-	InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP);
-	InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP);
-	InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP);
-	InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP);
-	InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP);
-	InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP);
-
-	InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP);
-	InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP);
-	InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP);
-
-	InjectHook(0x473250, &CCamera::dtor, PATCH_JUMP);
 ENDPATCHES
diff --git a/src/core/Camera.h b/src/core/Camera.h
index 980af5c1..48f2d27a 100644
--- a/src/core/Camera.h
+++ b/src/core/Camera.h
@@ -5,6 +5,8 @@ class CEntity;
 class CPed;
 class CAutomobile;
 
+extern int16 &DebugCamMode;
+
 #define NUMBER_OF_VECTORS_FOR_AVERAGE 2
 
 struct CCam
@@ -66,17 +68,17 @@ struct CCam
 	bool    m_bTheHeightFixerVehicleIsATrain;
 	bool    LookBehindCamWasInFront;
 	bool    LookingBehind;
-	bool    LookingLeft; // 32
+	bool    LookingLeft;
 	bool    LookingRight;
 	bool    ResetStatics; //for interpolation type stuff to work
 	bool    Rotating;
 
 	int16   Mode;                   // CameraMode
-	uint32  m_uiFinishTime; // 52
+	uint32  m_uiFinishTime;
 
 	int     m_iDoCollisionChecksOnFrameNum; 
 	int     m_iDoCollisionCheckEveryNumOfFrames;
-	int     m_iFrameNumWereAt;  // 64
+	int     m_iFrameNumWereAt;
 	int     m_iRunningVectorArrayPos;
 	int     m_iRunningVectorCounter;
 	int     DirectionWasLooking;
@@ -85,9 +87,9 @@ struct CCam
 	float   f_Roll; //used for adding a slight roll to the camera in the
 	float	f_rollSpeed;
 	float   m_fSyphonModeTargetZOffSet;
-	float	m_fUnknownZOffSet;
+	float	m_fRoadOffSet;
 	float   m_fAmountFractionObscured;
-	float   m_fAlphaSpeedOverOneFrame; // 100
+	float   m_fAlphaSpeedOverOneFrame;
 	float   m_fBetaSpeedOverOneFrame;
 	float   m_fBufferedTargetBeta;
 	float   m_fBufferedTargetOrientation;
@@ -95,7 +97,7 @@ struct CCam
 	float   m_fCamBufferedHeight;
 	float   m_fCamBufferedHeightSpeed;
 	float   m_fCloseInPedHeightOffset;
-	float   m_fCloseInPedHeightOffsetSpeed; // 132
+	float   m_fCloseInPedHeightOffsetSpeed;
 	float   m_fCloseInCarHeightOffset;
 	float   m_fCloseInCarHeightOffsetSpeed;
 	float   m_fDimensionOfHighestNearCar;       
@@ -103,7 +105,7 @@ struct CCam
 	float   m_fFovSpeedOverOneFrame;
 	float   m_fMinDistAwayFromCamWhenInterPolating;
 	float   m_fPedBetweenCameraHeightOffset;
-	float   m_fPlayerInFrontSyphonAngleOffSet; // 164
+	float   m_fPlayerInFrontSyphonAngleOffSet;
 	float   m_fRadiusForDead;
 	float   m_fRealGroundDist; //used for follow ped mode
 	float   m_fTargetBeta;
@@ -111,7 +113,7 @@ struct CCam
   
 	float   m_fTransitionBeta;
 	float   m_fTrueBeta;
-	float   m_fTrueAlpha; // 200
+	float   m_fTrueAlpha;
 	float   m_fInitialPlayerOrientation; //used for first person
 
 	float   Alpha;
@@ -120,34 +122,25 @@ struct CCam
 	float   FOVSpeed;
 	float   Beta;
 	float   BetaSpeed;
-	float   Distance; // 232
+	float   Distance;
 	float   DistanceSpeed;
 	float   CA_MIN_DISTANCE;
 	float   CA_MAX_DISTANCE;
 	float   SpeedVar;
 
-	// ped onfoot zoom distance
-	float m_fTargetZoomGroundOne;
-	float m_fTargetZoomGroundTwo; // 256
-	float m_fTargetZoomGroundThree;
-	// ped onfoot alpha angle offset
-	float m_fTargetZoomOneZExtra;
-	float m_fTargetZoomTwoZExtra;
-	float m_fTargetZoomThreeZExtra;
-    
-	float m_fTargetZoomZCloseIn;
-	float m_fMinRealGroundDist;
-	float m_fTargetCloseInDist;
+	CVector m_cvecSourceSpeedOverOneFrame;
+	CVector m_cvecTargetSpeedOverOneFrame;
+	CVector m_cvecUpOverOneFrame;
 
-	CVector m_cvecTargetCoorsForFudgeInter; // 360
-	CVector m_cvecCamFixedModeVector; // 372
-	CVector m_cvecCamFixedModeSource; // 384
-	CVector m_cvecCamFixedModeUpOffSet; // 396
-	CVector m_vecLastAboveWaterCamPosition; //408  //helper for when the player has gone under the water
-	CVector m_vecBufferedPlayerBodyOffset; // 420
+	CVector m_cvecTargetCoorsForFudgeInter;
+	CVector m_cvecCamFixedModeVector;
+	CVector m_cvecCamFixedModeSource;
+	CVector m_cvecCamFixedModeUpOffSet;
+	CVector m_vecLastAboveWaterCamPosition;  //helper for when the player has gone under the water
+	CVector m_vecBufferedPlayerBodyOffset;
 
 	// The three vectors that determine this camera for this frame
-	CVector Front;  // 432                                              // Direction of looking in
+	CVector Front;                                                  // Direction of looking in
 	CVector Source;                                                 // Coors in world space
 	CVector SourceBeforeLookBehind;
 	CVector Up;                                                     // Just that
@@ -162,6 +155,10 @@ struct CCam
 	bool        m_bFirstPersonRunAboutActive;
 
 
+	CCam(void) { Init(); }
+	void Init(void);
+	void Process(void);
+	void ProcessSpecialHeightRoutines(void);
 	void GetVectorsReadyForRW(void);
 	CVector DoAverageOnVector(const CVector &vec);
 	float GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
@@ -171,13 +168,44 @@ struct CCam
 	bool FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation);
 	void Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist);
 	void FixCamWhenObscuredByVehicle(const CVector &TargetCoors);
-	bool Using3rdPersonMouseCam();
-	bool GetWeaponFirstPersonOn();
+	void LookBehind(void);
+	void LookLeft(void);
+	void LookRight(void);
+	void ClipIfPedInFrontOfPlayer(void);
+	void KeepTrackOfTheSpeed(const CVector &source, const CVector &target, const CVector &up, const float &alpha, const float &beta, const float &fov);
+	bool Using3rdPersonMouseCam(void);
+	bool GetWeaponFirstPersonOn(void);
+	bool IsTargetInWater(const CVector &CamCoors);
+	void AvoidWallsTopDownPed(const CVector &TargetCoors, const CVector &Offset, float *Adjuster, float *AdjusterSpeed, float yDistLimit);
+	void PrintMode(void);
 
-	void Process_Debug(float *vec, float a, float b, float c);
+	void Process_Debug(const CVector&, float, float, float);
+	void Process_Editor(const CVector&, float, float, float);
+	void Process_ModelView(const CVector &CameraTarget, float, float, float);
 	void Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_FollowPedWithMouse(const CVector &CameraTarget, float TargetOrientation, float, float);
 	void Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float);
 	void Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_TopDown(const CVector &CameraTarget, float TargetOrientation, float SpeedVar, float TargetSpeedVar);
+	void Process_TopDownPed(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_Rocket(const CVector &CameraTarget, float, float, float);
+	void Process_M16_1stPerson(const CVector &CameraTarget, float, float, float);
+	void Process_1stPerson(const CVector &CameraTarget, float, float, float);
+	void Process_1rstPersonPedOnPC(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_Sniper(const CVector &CameraTarget, float, float, float);
+	void Process_Syphon(const CVector &CameraTarget, float, float, float);
+	void Process_Syphon_Crim_In_Front(const CVector &CameraTarget, float, float, float);
+	void Process_BehindBoat(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_Fight_Cam(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_FlyBy(const CVector&, float, float, float);
+	void Process_WheelCam(const CVector&, float, float, float);
+	void Process_Fixed(const CVector &CameraTarget, float, float, float);
+	void Process_Player_Fallen_Water(const CVector &CameraTarget, float TargetOrientation, float, float);
+	void Process_Circle(const CVector &CameraTarget, float, float, float);
+	void Process_SpecialFixedForSyphon(const CVector &CameraTarget, float, float, float);
+	void ProcessPedsDeadBaby(void);
+	bool ProcessArrestCamOne(void);
+	bool ProcessArrestCamTwo(void);
 };
 static_assert(sizeof(CCam) == 0x1A4, "CCam: wrong size");
 static_assert(offsetof(CCam, Alpha) == 0xA8, "CCam: error");
@@ -223,6 +251,7 @@ enum
 
 	FADE_OUT = 0,
 	FADE_IN,
+	FADE_NONE
 };
 
 enum
@@ -445,8 +474,8 @@ uint32    unknown;
 uint32  m_fScriptTimeForInterPolation;
 
 
-int16   m_iFadingDirection;
-int     m_iModeObbeCamIsInForCar;
+	int16   m_iFadingDirection;
+	int     m_iModeObbeCamIsInForCar;
 	int16   m_iModeToGoTo;
 	int16   m_iMusicFadingDirection;
 	int16   m_iTypeOfSwitch;
@@ -493,6 +522,7 @@ int     m_iModeObbeCamIsInForCar;
 	void TakeControlNoEntity(const CVector&, int16, int32);
 	void SetCamPositionForFixedMode(const CVector&, const CVector&);
 	bool GetFading();
+	int GetFadingDirection();
 
 	void Init();
 	void SetRwCamera(RwCamera*);
@@ -525,8 +555,12 @@ static_assert(offsetof(CCamera, m_uiTransitionState) == 0x89, "CCamera: error");
 static_assert(offsetof(CCamera, m_uiTimeTransitionStart) == 0x94, "CCamera: error");
 static_assert(offsetof(CCamera, m_BlurBlue) == 0x9C, "CCamera: error");
 static_assert(offsetof(CCamera, Cams) == 0x1A4, "CCamera: error");
+static_assert(offsetof(CCamera, pToGarageWeAreIn) == 0x690, "CCamera: error");
+static_assert(offsetof(CCamera, m_PreviousCameraPosition) == 0x6B0, "CCamera: error");
 static_assert(offsetof(CCamera, m_vecCutSceneOffset) == 0x6F8, "CCamera: error");
+static_assert(offsetof(CCamera, m_arrPathArray) == 0x7a8, "CCamera: error");
 static_assert(sizeof(CCamera) == 0xE9D8, "CCamera: wrong size");
+
 extern CCamera &TheCamera;
 
-void CamShakeNoPos(CCamera*, float);
\ No newline at end of file
+void CamShakeNoPos(CCamera*, float);
diff --git a/src/core/Debug.cpp b/src/core/Debug.cpp
index bdcbaf04..2b713198 100644
--- a/src/core/Debug.cpp
+++ b/src/core/Debug.cpp
@@ -89,3 +89,49 @@ CDebug::DebugDisplayTextBuffer()
 	}
 #endif
 }
+
+
+// custom
+
+CDebug::ScreenStr CDebug::ms_aScreenStrs[MAX_SCREEN_STRS];
+int CDebug::ms_nScreenStrs;
+
+void
+CDebug::DisplayScreenStrings()
+{
+	int i;
+	
+
+	CFont::SetPropOn();
+	CFont::SetBackgroundOff();
+	CFont::SetScale(1.0f, 1.0f);
+	CFont::SetCentreOff();
+	CFont::SetRightJustifyOff();
+	CFont::SetJustifyOff();
+	CFont::SetRightJustifyWrap(0.0f);
+	CFont::SetWrapx(9999.0f);
+	CFont::SetBackGroundOnlyTextOff();
+	CFont::SetFontStyle(FONT_BANK);
+
+	for(i = 0; i < ms_nScreenStrs; i++){
+		AsciiToUnicode(ms_aScreenStrs[i].str, gUString);
+		CFont::SetColor(CRGBA(0, 0, 0, 255));
+		CFont::PrintString(ms_aScreenStrs[i].x, ms_aScreenStrs[i].y, gUString);
+		CFont::SetColor(CRGBA(255, 255, 255, 255));
+		CFont::PrintString(ms_aScreenStrs[i].x+1, ms_aScreenStrs[i].y+1, gUString);
+	}
+	CFont::DrawFonts();
+
+	ms_nScreenStrs = 0;
+}
+
+void
+CDebug::PrintAt(const char *str, int x, int y)
+{
+	if(ms_nScreenStrs >= MAX_SCREEN_STRS)
+		return;
+	strncpy(ms_aScreenStrs[ms_nScreenStrs].str, str, 256);
+	ms_aScreenStrs[ms_nScreenStrs].x = x*12;
+	ms_aScreenStrs[ms_nScreenStrs].y = y*22;
+	ms_nScreenStrs++;
+}
diff --git a/src/core/Debug.h b/src/core/Debug.h
index 444a0cf5..d169a0b4 100644
--- a/src/core/Debug.h
+++ b/src/core/Debug.h
@@ -6,15 +6,29 @@ class CDebug
 	{
 		MAX_LINES = 15,
 		MAX_STR_LEN = 80,
+
+		MAX_SCREEN_STRS = 100,
 	};
 
 	static int16 ms_nCurrentTextLine;
 	static char ms_aTextBuffer[MAX_LINES][MAX_STR_LEN];
 
+	// custom
+	struct ScreenStr {
+		int x, y;
+		char str[256];
+	};
+	static ScreenStr ms_aScreenStrs[MAX_SCREEN_STRS];
+	static int ms_nScreenStrs;
+
 public:
 	static void DebugInitTextBuffer();
 	static void DebugDisplayTextBuffer();
 	static void DebugAddText(const char *str);
+
+	// custom
+	static void PrintAt(const char *str, int x, int y);
+	static void DisplayScreenStrings();
 };
 
 extern bool gbDebugStuffInRelease;
diff --git a/src/core/Pad.h b/src/core/Pad.h
index 09691128..fec21df3 100644
--- a/src/core/Pad.h
+++ b/src/core/Pad.h
@@ -399,6 +399,8 @@ public:
 	bool GetLeftShoulder2JustDown()  { return !!(NewState.LeftShoulder2 && !OldState.LeftShoulder2); }
 	bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
 	bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
+	bool GetLeftShockJustDown()      { return !!(NewState.LeftShock && !OldState.LeftShock); }
+	bool GetRightShockJustDown()     { return !!(NewState.RightShock && !OldState.RightShock); }
 	bool GetStartJustDown()          { return !!(NewState.Start && !OldState.Start); }
 	bool GetLeftStickXJustDown() { return !!(NewState.LeftStickX && !OldState.LeftStickX); }
 	bool GetLeftStickYJustDown() { return !!(NewState.LeftStickY && !OldState.LeftStickY); }
@@ -422,6 +424,10 @@ public:
 	bool GetLeftShoulder2(void)  { return !!NewState.LeftShoulder2; }
 	bool GetRightShoulder1(void) { return !!NewState.RightShoulder1; }
 	bool GetRightShoulder2(void) { return !!NewState.RightShoulder2; }
+	int16 GetLeftStickX(void)    { return NewState.LeftStickX; }
+	int16 GetLeftStickY(void)    { return NewState.LeftStickY; }
+	int16 GetRightStickX(void)    { return NewState.RightStickX; }
+	int16 GetRightStickY(void)    { return NewState.RightStickY; }
 
   bool ArePlayerControlsDisabled(void) { return DisablePlayerControls != PLAYERCONTROL_ENABLED; }
 };
diff --git a/src/core/World.cpp b/src/core/World.cpp
index cbceb292..1dda1056 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -20,11 +20,12 @@
 #include "Replay.h"
 #include "Population.h"
 
+CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0;	// [32]
+
 CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
 CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
 CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
 uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
-CColPoint &CWorld::ms_testSpherePoint = *(CColPoint*)0x6E64C0;
 
 uint8 &CWorld::PlayerInFocus = *(uint8 *)0x95CD61;
 CPlayerInfo (&CWorld::Players)[NUMPLAYERS] = *(CPlayerInfo (*)[NUMPLAYERS])*(uintptr*)0x9412F0;
@@ -609,9 +610,9 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
 }
 
 void
-CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
+CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects)
 {
-	float distSqr = distance * distance;
+	float radiusSqr = radius * radius;
 	float objDistSqr;
 
 	for (CPtrNode *node = list.first; node; node = node->next) {
@@ -625,7 +626,7 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float dist
 			else
 				objDistSqr = diff.MagnitudeSqr();
 
-			if (objDistSqr < distSqr && *nextObject < lastObject) {
+			if (objDistSqr < radiusSqr && *nextObject < lastObject) {
 				if (objects) {
 					objects[*nextObject] = object;
 				}
@@ -636,22 +637,22 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector &centre, float dist
 }
 
 void
-CWorld::FindObjectsInRange(CVector &centre, float distance, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
+CWorld::FindObjectsInRange(CVector &centre, float radius, bool ignoreZ, short *nextObject, short lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies)
 {
-	int minX = GetSectorIndexX(centre.x - distance);
+	int minX = GetSectorIndexX(centre.x - radius);
 	if (minX <= 0) minX = 0;
 
-	int minY = GetSectorIndexY(centre.y - distance);
+	int minY = GetSectorIndexY(centre.y - radius);
 	if (minY <= 0) minY = 0;
 
-	int maxX = GetSectorIndexX(centre.x + distance);
+	int maxX = GetSectorIndexX(centre.x + radius);
 #ifdef FIX_BUGS
 	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
 #else
 	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
 #endif
 
-	int maxY = GetSectorIndexY(centre.y + distance);
+	int maxY = GetSectorIndexY(centre.y + radius);
 #ifdef FIX_BUGS
 	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
 #else
@@ -665,48 +666,48 @@ CWorld::FindObjectsInRange(CVector &centre, float distance, bool ignoreZ, short
 		for(int curX = minX; curX <= maxX; curX++) {
 			CSector *sector = GetSector(curX, curY);
 			if (checkBuildings) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, distance, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
 			}
 			if (checkVehicles) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, distance, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
 			}
 			if (checkPeds) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, distance, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
 			}
 			if (checkObjects) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, distance, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
 			}
 			if (checkDummies) {
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, distance, ignoreZ, nextObject, lastObject, objects);
-				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, distance, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, ignoreZ, nextObject, lastObject, objects);
+				FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, ignoreZ, nextObject, lastObject, objects);
 			}
 		}
 	}
 }
 
 CEntity*
-CWorld::TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
+CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
 {
 	CEntity* foundE = nil;
 
-	int minX = GetSectorIndexX(centre.x - distance);
+	int minX = GetSectorIndexX(centre.x - radius);
 	if (minX <= 0) minX = 0;
 
-	int minY = GetSectorIndexY(centre.y - distance);
+	int minY = GetSectorIndexY(centre.y - radius);
 	if (minY <= 0) minY = 0;
 
-	int maxX = GetSectorIndexX(centre.x + distance);
+	int maxX = GetSectorIndexX(centre.x + radius);
 #ifdef FIX_BUGS
 	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1;
 #else
 	if (maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X;
 #endif
 
-	int maxY = GetSectorIndexY(centre.y + distance);
+	int maxY = GetSectorIndexY(centre.y + radius);
 #ifdef FIX_BUGS
 	if (maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1;
 #else
@@ -719,47 +720,47 @@ CWorld::TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityTo
 		for (int curX = minX; curX <= maxX; curX++) {
 			CSector* sector = GetSector(curX, curY);
 			if (checkBuildings) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 			}
 			if (checkVehicles) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 			}
 			if (checkPeds) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 			}
 			if (checkObjects) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, distance, entityToIgnore, ignoreSomeObjects);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius, entityToIgnore, ignoreSomeObjects);
 				if (foundE)
 					return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, distance, entityToIgnore, ignoreSomeObjects);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre, radius, entityToIgnore, ignoreSomeObjects);
 				if (foundE)
 					return foundE;
 			}
 			if (checkDummies) {
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 
-				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, distance, entityToIgnore, false);
+				foundE = TestSphereAgainstSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre, radius, entityToIgnore, false);
 				if (foundE)
 					return foundE;
 			}
@@ -806,7 +807,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
 				if (e->GetBoundRadius() + radius > distance) {
 					CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
 					int collidedSpheres = CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(),
-						*eCol, &ms_testSpherePoint, nil, nil);
+						*eCol, gaTempSphereColPoints, nil, nil);
 
 					if (collidedSpheres != 0 ||
 						(e->IsVehicle() && ((CVehicle*)e)->m_vehType == VEHICLE_TYPE_CAR &&
diff --git a/src/core/World.h b/src/core/World.h
index 1ad65ac4..4b19e629 100644
--- a/src/core/World.h
+++ b/src/core/World.h
@@ -60,8 +60,6 @@ class CWorld
 	static uint16 &ms_nCurrentScanCode;
 
 public:
-	static CColPoint& ms_testSpherePoint;
-
 	static uint8 &PlayerInFocus;
 	static CPlayerInfo (&Players)[NUMPLAYERS];
 	static CEntity *&pIgnoreEntity;
@@ -101,7 +99,7 @@ public:
 	static bool GetIsLineOfSightSectorClear(CSector &sector, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
 	static bool GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
 	
-	static CEntity *TestSphereAgainstWorld(CVector centre, float distance, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
+	static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
 	static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
 	static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
 	static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
@@ -141,6 +139,8 @@ public:
 	static void Process();
 };
 
+extern CColPoint *gaTempSphereColPoints;
+
 class CPlayerPed;
 class CVehicle;
 CPlayerPed *FindPlayerPed(void);
diff --git a/src/core/config.h b/src/core/config.h
index 9235e744..eb8d41c7 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -201,3 +201,5 @@ enum Config {
 #define VC_PED_PORTS			// various ports from VC's CPed, mostly subtle
 #define NEW_WALK_AROUND_ALGORITHM	// to make walking around vehicles/objects less awkward
 #define CANCELLABLE_CAR_ENTER
+
+#define IMPROVED_CAMERA		// Better Debug cam, and maybe more in the future
diff --git a/src/core/main.cpp b/src/core/main.cpp
index 2a15e20e..663b09da 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -325,6 +325,7 @@ DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16
 void
 DoRWStuffEndOfFrame(void)
 {
+	CDebug::DisplayScreenStrings();	// custom
 	CDebug::DebugDisplayTextBuffer();
 	// FlushObrsPrintfs();
 	RwCameraEndUpdate(Scene.camera);
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index 6f0a4682..ae64913e 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -20,6 +20,7 @@
 #include "debugmenu_public.h"
 #include "Particle.h"
 #include "Console.h"
+#include "Debug.h"
 
 #include <vector>
 #include <list>
@@ -114,13 +115,16 @@ SpawnCar(int id)
 	CStreaming::LoadAllRequestedModels(false);
 	if(CStreaming::HasModelLoaded(id)){
 		playerpos = FindPlayerCoors();
-		int node = ThePaths.FindNodeClosestToCoors(playerpos, 0, 100.0f, false, false);
-		if(node < 0)
-			return;
+		int node;
+		if(!CModelInfo::IsBoatModel(id)){
+			node = ThePaths.FindNodeClosestToCoors(playerpos, 0, 100.0f, false, false);
+			if(node < 0)
+				return;
+		}
 
 		CVehicle *v;
 		if(CModelInfo::IsBoatModel(id))
-			return;
+			v = new CBoat(id, RANDOM_VEHICLE);
 		else
 			v = new CAutomobile(id, RANDOM_VEHICLE);
 
@@ -130,7 +134,11 @@ SpawnCar(int id)
 		if(carCol2)
 			DebugMenuEntrySetAddress(carCol2, &v->m_currentColour2);
 
-		v->GetPosition() = ThePaths.m_pathNodes[node].pos;
+		if(CModelInfo::IsBoatModel(id))
+			v->GetPosition() = TheCamera.GetPosition() + TheCamera.GetForward()*15.0f;
+		else
+			v->GetPosition() = ThePaths.m_pathNodes[node].pos;
+
 		v->GetPosition().z += 4.0f;
 		v->SetOrientation(0.0f, 0.0f, 3.49f);
 		v->m_status = STATUS_ABANDONED;
@@ -197,6 +205,12 @@ PlaceOnRoad(void)
 		((CAutomobile*)veh)->PlaceOnRoadProperly();
 }
 
+static void
+ResetCamStatics(void)
+{
+	TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
+}
+
 static const char *carnames[] = {
 	"landstal", "idaho", "stinger", "linerun", "peren", "sentinel", "patriot", "firetruk", "trash", "stretch", "manana", "infernus", "blista", "pony",
 	"mule", "cheetah", "ambulan", "fbicar", "moonbeam", "esperant", "taxi", "kuruma", "bobcat", "mrwhoop", "bfinject", "corpse", "police", "enforcer",
@@ -358,7 +372,13 @@ DebugMenuPopulate(void)
 
 		DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
 		DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
-		
+
+		extern bool PrintDebugCode;
+		extern int16 &DebugCamMode;
+		DebugMenuAddVarBool8("Cam", "Print Debug Code", (int8*)&PrintDebugCode, nil);
+		DebugMenuAddVar("Cam", "Cam Mode", &DebugCamMode, nil, 1, 0, CCam::MODE_EDITOR, nil);
+		DebugMenuAddCmd("Cam", "Reset Statics", ResetCamStatics);
+
 		CTweakVars::AddDBG("Debug");
 	}
 }
@@ -433,7 +453,8 @@ void re3_debug(const char *format, ...)
 	vsprintf_s(re3_buff, re3_buffsize, format, va);
 	va_end(va);
 
-	printf("%s", re3_buff);
+//	printf("%s", re3_buff);
+	CDebug::DebugAddText(re3_buff);
 }
 
 void re3_trace(const char *filename, unsigned int lineno, const char *func, const char *format, ...)
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index db6b7ee2..b069afca 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -12169,11 +12169,11 @@ CPed::PlacePedOnDryLand(void)
 	if (!CWorld::TestSphereAgainstWorld(potentialGround, 5.0f, nil, true, false, false, false, false, false))
 		return false;
 
-	CVector potentialGroundDist = CWorld::ms_testSpherePoint.point - GetPosition();
+	CVector potentialGroundDist = gaTempSphereColPoints[0].point - GetPosition();
 	potentialGroundDist.z = 0.0f;
 	potentialGroundDist.Normalise();
 
-	CVector posToCheck = 0.5f * potentialGroundDist + CWorld::ms_testSpherePoint.point;
+	CVector posToCheck = 0.5f * potentialGroundDist + gaTempSphereColPoints[0].point;
 	posToCheck.z = 3.0f + waterLevel;
 
 	if (CWorld::ProcessVerticalLine(posToCheck, waterLevel - 1.0f, foundCol, foundEnt, true, true, false, true, false, false, false)) {
diff --git a/src/render/Font.cpp b/src/render/Font.cpp
index 7a16ad03..d7b4b5d8 100644
--- a/src/render/Font.cpp
+++ b/src/render/Font.cpp
@@ -94,7 +94,7 @@ CFont::Initialise(void)
 	SetBackgroundColor(CRGBA(0x80, 0x80, 0x80, 0x80));
 	SetBackGroundOnlyTextOff();
 	SetPropOn();
-	SetFontStyle(0);
+	SetFontStyle(FONT_BANK);
 	SetRightJustifyWrap(0.0f);
 	SetAlphaFade(255.0f);
 	SetDropShadowPosition(0);
diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp
index f0134062..52930067 100644
--- a/src/render/Hud.cpp
+++ b/src/render/Hud.cpp
@@ -115,47 +115,43 @@ void CHud::Draw()
 		return;
 
 	if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
-		bool Mode_RunAround = 0;
-		bool Mode_FirstPerson = 0;
+		bool DrawCrossHair = 0;
+		bool DrawCrossHairPC = 0;
 
 		int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
 		int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
 
-		if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_EDITOR)
-			Mode_FirstPerson = 1;
-		if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
-			Mode_RunAround = 1;
+		if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
+			DrawCrossHair = 1;
+		if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
+			DrawCrossHairPC = 1;
 
 		/*
 			Draw Crosshairs
 		*/
-		if (TheCamera.Cams->Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
+		if (TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam() &&
+		    (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
 			if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
 				if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
-					Mode_RunAround = 1;
+					DrawCrossHairPC = 1;
 			}
 		}
 
-		if (Mode_FirstPerson || Mode_RunAround) {
+		if (DrawCrossHair || DrawCrossHairPC) {
 			RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
 
-			int32 SpriteBrightLikeADiamond = SpriteBrightness + 1;
-			if (SpriteBrightLikeADiamond > 30)
-				SpriteBrightLikeADiamond = 30;
-
-			SpriteBrightness = SpriteBrightLikeADiamond;
+			SpriteBrightness = min(SpriteBrightness+1, 30);
 
 			RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
 
-			float fStep = Sin((CTimer::GetTimeInMilliseconds() & 1023) * 0.0061328127);
+			float fStep = Sin((CTimer::GetTimeInMilliseconds() & 1023)/1024.0f * 6.28f);
 			float fMultBright = SpriteBrightness * 0.03f * (0.25f * fStep + 0.75f);
 			CRect rect;
+			if (DrawCrossHairPC && TheCamera.Cams[TheCamera.ActiveCam].Using3rdPersonMouseCam()) {
 #ifndef ASPECT_RATIO_SCALE
-			if (Mode_RunAround && TheCamera.Cams->Using3rdPersonMouseCam()) {
 				float f3rdX = SCREEN_WIDTH * TheCamera.m_f3rdPersonCHairMultX;
 				float f3rdY = SCREEN_HEIGHT * TheCamera.m_f3rdPersonCHairMultY;
 #else
-			if (Mode_RunAround && TheCamera.Cams->Using3rdPersonMouseCam()) {
 				float f3rdX = (((TheCamera.m_f3rdPersonCHairMultX - 0.5f) / ((CDraw::GetAspectRatio()) / (DEFAULT_ASPECT_RATIO))) + 0.5f) * SCREEN_WIDTH;
 				float f3rdY = SCREEN_HEIGHT * TheCamera.m_f3rdPersonCHairMultY + SCREEN_SCALE_Y(-2.0f);
 #endif
@@ -179,14 +175,14 @@ void CHud::Draw()
 			else {
 				if (Mode == CCam::MODE_M16_1STPERSON ||
 				    Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
-				    Mode == CCam::MODE_EDITOR) {
+				    Mode == CCam::MODE_HELICANNON_1STPERSON) {
 					rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f);
 					rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
 					rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f);
 					rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
 					Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
 				}
-				else if (Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
+				else if (Mode == CCam::MODE_1STPERSON_RUNABOUT) {
 					rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
 					rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f * 0.7f);
 					rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
@@ -194,17 +190,18 @@ void CHud::Draw()
 
 					Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
 				}
-				else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_SNIPER_RUNABOUT) {
+				else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
 					RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
 					RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
 					RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
 					RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
 					RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
-					RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRocketSightTex->raster);
+					RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpRocketSightTex));
 
 					CSprite::RenderOneXLUSprite(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 1.0f, SCREEN_SCALE_X(40.0f), SCREEN_SCALE_Y(40.0f), (100.0f * fMultBright), (200.0f * fMultBright), (100.0f * fMultBright), 255, 1.0f, 255);
 				}
 				else {
+					// Sniper
 					rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(210.0f);
 					rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(210.0f);
 					rect.right = SCREEN_WIDTH / 2;
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp
index ff9f5755..d7834065 100644
--- a/src/render/Renderer.cpp
+++ b/src/render/Renderer.cpp
@@ -645,6 +645,9 @@ CRenderer::ScanWorld(void)
 
 	m_loadingPriority = false;
 	if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
+#ifdef FIX_BUGS
+	   TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC ||
+#endif
 	   TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
 		CRect rect;
 		int x1, x2, y1, y2;
@@ -756,6 +759,9 @@ CRenderer::RequestObjectsInFrustum(void)
 	RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
 
 	if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
+#ifdef FIX_BUGS
+	   TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_GTACLASSIC ||
+#endif
 	   TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
 		CRect rect;
 		int x1, x2, y1, y2;