+ /* 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 );
+
+ if( k_cinema >= 0.0001f ){
+ ent_camera *cam = NULL;
+ f32 min_dist = k_cinema;
+
+ world_instance *world = player->viewable_world;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
+ ent_camera *c = mdl_arritm(&world->ent_camera,i);
+
+ f32 dist = v3_dist( c->transform.co, player->rb.co );
+
+ if( dist < min_dist ){
+ min_dist = dist;
+ cam = c;
+ }
+ }