+ srinput.state = k_input_state_resume;
+}
+
+static void world_entity_focus_camera( world_instance *world, u32 uid ){
+ if( mdl_entity_id_type( uid ) == k_ent_camera ){
+ u32 index = mdl_entity_id_id( uid );
+ ent_camera *cam = mdl_arritm( &world->ent_camera, index );
+
+ v3f dir = {0.0f,-1.0f,0.0f};
+ mdl_transform_vector( &cam->transform, dir, dir );
+ m3x3_mulv( localplayer.invbasis, dir, dir );
+ player_vector_angles( world_static.focus_cam.angles, dir, 1.0f, 0.0f );
+ v3_copy( cam->transform.co, world_static.focus_cam.pos );
+ world_static.focus_cam.fov = cam->fov;
+ }
+ else {
+ camera_copy( &localplayer.cam, &world_static.focus_cam );
+
+ /* TODO ? */
+ world_static.focus_cam.nearz = localplayer.cam.nearz;
+ world_static.focus_cam.farz = localplayer.cam.farz;
+ }