summaryrefslogtreecommitdiffstats
path: root/src/Camera.cpp
blob: 7bd4aac91aca600cf7ab2ef57d7e9c915ab3de58 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
#include "common.h"
#include "patcher.h"
#include "Draw.h"
#include "World.h"
#include "Vehicle.h"
#include "Ped.h"
#include "Pad.h"
#include "General.h"
#include "CullZones.h"
#include "SurfaceTable.h"
#include "MBlur.h"
#include "Camera.h"

const float DefaultFOV = 80.0f;	// actually 70.0f

CCamera &TheCamera = *(CCamera*)0x6FACF8;
bool &CCamera::m_bUseMouse3rdPerson = *(bool *)0x5F03D8;

WRAPPER void CCamera::DrawBordersForWideScreen(void) { EAXJMP(0x46B430); }

bool
CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat)
{
	RwV3d c;
	c = *(RwV3d*)&center;
	RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
	if(c.y + radius < CDraw::GetNearClipZ()) return false;
	if(c.y - radius > CDraw::GetFarClipZ()) return false;
	if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
	if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > radius) return false;
	if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > radius) return false;
	if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > radius) return false;
	return true;
}

bool
CCamera::IsPointVisible(const CVector &center, const CMatrix *mat)
{
	RwV3d c;
	c = *(RwV3d*)&center;
	RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
	if(c.y < CDraw::GetNearClipZ()) return false;
	if(c.y > CDraw::GetFarClipZ()) return false;
	if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
	if(c.x*m_vecFrustumNormals[1].x + c.y*m_vecFrustumNormals[1].y > 0.0f) return false;
	if(c.y*m_vecFrustumNormals[2].y + c.z*m_vecFrustumNormals[2].z > 0.0f) return false;
	if(c.y*m_vecFrustumNormals[3].y + c.z*m_vecFrustumNormals[3].z > 0.0f) return false;
	return true;
}

bool
CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat)
{
	int i;
	int frustumTests[6] = { 0 };
	RwV3dTransformPoints(box, box, 8, &mat->m_matrix);

	for(i = 0; i < 8; i++){
		if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;
		if(box[i].y > CDraw::GetFarClipZ()) frustumTests[1]++;
		if(box[i].x*m_vecFrustumNormals[0].x + box[i].y*m_vecFrustumNormals[0].y > 0.0f) frustumTests[2]++;
		if(box[i].x*m_vecFrustumNormals[1].x + box[i].y*m_vecFrustumNormals[1].y > 0.0f) frustumTests[3]++;
//	Why not test z?
//		if(box[i].y*m_vecFrustumNormals[2].y + box[i].z*m_vecFrustumNormals[2].z > 0.0f) frustumTests[4]++;
//		if(box[i].y*m_vecFrustumNormals[3].y + box[i].z*m_vecFrustumNormals[3].z > 0.0f) frustumTests[5]++;
	}
	for(i = 0; i < 6; i++)
		if(frustumTests[i] == 8)
			return false;		// Box is completely outside of one plane
	return true;
}

int
CCamera::GetLookDirection(void)
{
	if(Cams[ActiveCam].Mode == CCam::MODE_CAMONASTRING ||
	   Cams[ActiveCam].Mode == CCam::MODE_FIRSTPERSON ||
	   Cams[ActiveCam].Mode == CCam::MODE_BEHINDBOAT ||
	   Cams[ActiveCam].Mode == CCam::MODE_FOLLOWPED)
		return Cams[ActiveCam].DirectionWasLooking;
	return LOOKING_FORWARD;;
}

WRAPPER void CCamera::Fade(float timeout, int16 direction) { EAXJMP(0x46B3A0); }
WRAPPER void CCamera::ProcessFade(void) { EAXJMP(0x46F080); }
WRAPPER void CCamera::ProcessMusicFade(void) { EAXJMP(0x46F1E0); }

int
CCamera::GetScreenFadeStatus(void)
{
	if(m_fFLOATingFade == 0.0f)
		return FADE_0;
	if(m_fFLOATingFade == 255.0f)
		return FADE_2;
	return FADE_1;
}

void
CCamera::SetFadeColour(uint8 r, uint8 g, uint8 b)
{
	m_FadeTargetIsSplashScreen = r == 0 && g == 0 && b == 0;
	CDraw::FadeRed = r;
	CDraw::FadeGreen = g;
	CDraw::FadeBlue = b;
}

void
CCamera::SetMotionBlur(int r, int g, int b, int a, int type)
{
	m_BlurRed = r;
	m_BlurGreen = g;
	m_BlurBlue = b;
	m_motionBlur = a;
	m_BlurType = type;
}

void
CCamera::SetMotionBlurAlpha(int a)
{
	m_imotionBlurAddAlpha = a;
}

void
CCamera::RenderMotionBlur(void)
{
	if(m_BlurType == 0)
		return;

	CMBlur::MotionBlurRender(m_pRwCamera,
		m_BlurRed, m_BlurGreen, m_BlurBlue,
		m_motionBlur, m_BlurType, m_imotionBlurAddAlpha);
}


/*
 *
 * 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 * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
//	else
//		*CurrentSpeed -= Acceleration * fabs(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 == 1.0) 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 = 1.7016;


	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 * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
		else
			BetaSpeed -= SpeedStep * fabs(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(fabs(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_nLastCollType)
			case 2: case 3: case 5:
			case 11: case 23: case 26:
				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, false) &&
		   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, false) &&
			   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(fabs(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(fabs(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_CAMONASTRING){
		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_TOPDOWN1 && this->CamTargetEntity == FindPlayerPed());
}

STARTPATCHES
	InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
	InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);

	InjectHook(0x46FD40, &CCamera::SetMotionBlur, PATCH_JUMP);
	InjectHook(0x46FD80, &CCamera::SetMotionBlurAlpha, PATCH_JUMP);
	InjectHook(0x46F940, &CCamera::RenderMotionBlur, 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);
ENDPATCHES