+ v3f follow_angles;
+ v3_copy( player->angles, follow_angles );
+ follow_angles[0] = atan2f( -v0[0], v0[2] );
+ follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
+
+ float ya = atan2f( -velocity_local[1], 30.0f );
+
+ follow_angles[1] = 0.3f + ya;
+ camera_lerp_angles( player->angles, follow_angles,
+ inf_tpv,
+ player->angles );
+
+ v3f pco;
+ v4f pq;
+ rb_extrapolate( &player->rb, pco, pq );
+ v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+
+ /* now move into world */
+
+ m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+ v3f tpv_pos, tpv_offset;
+
+ v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
+ q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
+ v3_add( tpv_offset, tpv_pos, tpv_pos );
+ v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+
+ /*
+ * Blend cameras
+ */
+ v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+ v3_copy( player->angles, player->cam.angles );
+
+ /* Camera shake */
+ f32 speed = v3_length(player->rb.v),
+ strength = k_cam_shake_strength * speed;
+ player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+ v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
+ perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
+ v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
+
+ v3f Fd, Fs, F;
+ v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd );
+ v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
+ v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
+ vg.time_frame_delta, player->cam_land_punch );
+ v3_add( Fd, Fs, F );
+ v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
+ player->cam_land_punch_v );
+ v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
+
+ /* override camera */
+ player->cam.angles[0] =
+ vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
+ player->cam_override_strength );
+ player->cam.angles[1] =
+ vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
+ player->cam_override_strength );
+ v3_lerp( player->cam.pos, player->cam_override_pos,
+ player->cam_override_strength, player->cam.pos );
+ player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
+ player->cam_override_strength );