// 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)