// 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)