    // Scrolls the camera to [x],[y] in [time] ticks.
    // This function places x,y at the topleft corner.
    // your 'starting position' is xwin, ywin.
    camScrollTo(x, y, time);

    // Scrolls the camera to [x],[y] at [speed] pixels/second.
    // This function places x,y at the topleft corner.
    // your 'starting position' is xwin, ywin.
    camScrollToS(x, y, speed);

    // Scrolls the camera centered upon [x],[y] in [time] ticks.
    // your 'starting position' is xwin, ywin.
    camCtrScrollTo(x, y, time);

    // Scrolls the camera centered upon [x],[y] at [speed] pixels/second.
    // your 'starting position' is xwin, ywin.
    camCtrScrollToS(x, y, speed);

    // Returns the camera to [entity]'s position in [time] ticks.
    camReturnToPlayer(entity, time);

    // Returns the camera to [entity]'s position at [speed] pixels/second.
    camReturnToPlayerS(entity, speed);

    // Like camReturnToPlayer/S, but for any entity.  Does not set CameraTracking to 1.
    camZoomToEntity(int ent, int time)
    camZoomToEntityS(int ent, int speed)