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_angles( dir, world_static.focus_cam.angles );
v3_copy( cam->transform.co, world_static.focus_cam.pos );
world_static.focus_cam.fov = cam->fov;
}