function ClassicCamera.SetCameraMovementMode(O,q)BaseCamera.SetCameraMovementMode(O,q)O.isFollowCamera=q==Enum.ComputerCameraMovementMode.Follow end function ClassicCamera.Test(q)print("\067\108\097\115\115\105\099\067\097\109\101\114\097\058\084\101\115\116\040\041")end function ClassicCamera.Update(q)local O=tick()local V=O-q.lastUpdate local d=workspace.CurrentCamera local u=d.CFrame local U=d.Focus local S=nil if q.resetCameraAngle then local O=q:GetHumanoidRootPart()if O then S=(O.CFrame*INITIAL_CAMERA_ANGLE).lookVector else S=INITIAL_CAMERA_ANGLE.lookVector end q.resetCameraAngle=false end local L=PlayersService.LocalPlayer local a=q:GetHumanoid()local m=d.CameraSubject local f=m and m:IsA("\086\101\104\105\099\108\101\083\101\097\116")local i=m and m:IsA("\083\107\097\116\101\098\111\097\114\100\080\108\097\116\102\111\114\109")local X=a and a:GetState()==Enum.HumanoidStateType.Climbing if q.lastUpdate==nil or V>1 then q.lastCameraTransform=nil end if q.lastUpdate then local O=q:UpdateGamepad()if q:ShouldUseVRRotation()then q.rotateInput=q.rotateInput+q:GetVRRotationInput()else local d=math.min(.1,V)if O~=ZERO_VECTOR2 then q.rotateInput=q.rotateInput+O*d end local u=0 if not(f or i)then u=u+(q.turningLeft and-120 or 0)u=u+(q.turningRight and 120 or 0)end if u~=0 then q.rotateInput=q.rotateInput+Vector2.new(math.rad(u*d),0)end end end if q.userPanningTheCamera then tweenSpeed=0 q.lastUserPanCamera=tick()end local Q=O-q.lastUserPanCamera<TIME_BEFORE_AUTO_ROTATE local P=q:GetSubjectPosition()if P and(L and d)then local O=q:GetCameraToSubjectDistance()if O<.5 then O=.5 end if q:GetIsMouseLocked()and not q:IsInFirstPerson()then local O=q:CalculateNewLookCFrame(S)local V=q:GetMouseLockOffset()local d=(V.X*O.rightVector+V.Y*O.upVector)+V.Z*O.lookVector if Util.IsFiniteVector3(d)then P=P+d end else if not q.userPanningTheCamera and q.lastCameraTransform then local O=q:IsInFirstPerson()if(f or i or q.isFollowCamera and X)and(q.lastUpdate and(a and a.Torso))then if O then if q.lastSubjectCFrame and((f or i)and m:IsA("\066\097\115\101\080\097\114\116"))then local O=-Util.GetAngleBetweenXZVectors(q.lastSubjectCFrame.lookVector,m.CFrame.lookVector)if Util.IsFinite(O)then q.rotateInput=q.rotateInput+Vector2.new(O,0)end tweenSpeed=0 end elseif not Q then local O=a.Torso.CFrame.lookVector if i then O=m.CFrame.lookVector end tweenSpeed=Util.Clamp(0,tweenMaxSpeed,tweenSpeed+tweenAcceleration*V)local d=Util.Clamp(0,1,tweenSpeed*V)if q:IsInFirstPerson()and not(q.isFollowCamera and q.isClimbing)then d=1 end local u=Util.GetAngleBetweenXZVectors(O,q:GetCameraLookVector())if Util.IsFinite(u)and math.abs(u)>.0001 then q.rotateInput=q.rotateInput+Vector2.new(u*d,0)end end elseif q.isFollowCamera and(not(O or Q)and not VRService.VREnabled)then local O=-(q.lastCameraTransform.p-P)local d=Util.GetAngleBetweenXZVectors(O,q:GetCameraLookVector())local u=.4 if Util.IsFinite(d)and(math.abs(d)>.0001 and math.abs(d)>u*V)then q.rotateInput=q.rotateInput+Vector2.new(d,0)end end end end if not q.isFollowCamera then local L=VRService.VREnabled if L then U=q:GetVRFocus(P,V)else U=CFrame.new(P)end local a=U.p if L and not q:IsInFirstPerson()then local V=q:GetCameraHeight()local U=P-d.CFrame.p local S=U.magnitude if S>O or q.rotateInput.x~=0 then local L=math.min(S,O)U=q:CalculateNewLookVectorVR()*L local m=a-U local f=d.CFrame.lookVector if q.rotateInput.x~=0 then f=U end local i=Vector3.new(m.x+f.x,m.y,m.z+f.z)q.rotateInput=ZERO_VECTOR2 u=CFrame.new(m,i)+Vector3.new(0,V,0)end else local V=q:CalculateNewLookVector(S)q.rotateInput=ZERO_VECTOR2 u=CFrame.new(a-O*V,a)end else local d=q:CalculateNewLookVector(S)q.rotateInput=ZERO_VECTOR2 if VRService.VREnabled then U=q:GetVRFocus(P,V)else U=CFrame.new(P)end u=CFrame.new(U.p-O*d,U.p)+Vector3.new(0,q:GetCameraHeight(),0)end q.lastCameraTransform=u q.lastCameraFocus=U if(f or i)and m:IsA("\066\097\115\101\080\097\114\116")then q.lastSubjectCFrame=m.CFrame else q.lastSubjectCFrame=nil end end q.lastUpdate=O return u,U end function ClassicCamera.EnterFirstPerson(q)q.inFirstPerson=true q:UpdateMouseBehavior()end function ClassicCamera.LeaveFirstPerson(q)q.inFirstPerson=false q:UpdateMouseBehavior()end return ClassicCamera
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
function ClassicCamera:SetCameraMovementMode(cameraMovementMode)
	BaseCamera.SetCameraMovementMode(self, cameraMovementMode)
	self.isFollowCamera = cameraMovementMode == Enum.ComputerCameraMovementMode.Follow
end

function ClassicCamera:Test()
	print("ClassicCamera:Test()")
end

function ClassicCamera:Update()
	local now = tick()
	local timeDelta = (now - self.lastUpdate)

	local camera = workspace.CurrentCamera
	local newCameraCFrame = camera.CFrame
	local newCameraFocus = camera.Focus
	local overrideCameraLookVector = nil
	if self.resetCameraAngle then
		local rootPart = self:GetHumanoidRootPart()
		if rootPart then
			overrideCameraLookVector = (rootPart.CFrame * INITIAL_CAMERA_ANGLE).lookVector
		else
			overrideCameraLookVector = INITIAL_CAMERA_ANGLE.lookVector
		end
		self.resetCameraAngle = false
	end

	local player = PlayersService.LocalPlayer
	local humanoid = self:GetHumanoid()
	local cameraSubject = camera.CameraSubject
	local isInVehicle = cameraSubject and cameraSubject:IsA("VehicleSeat")
	local isOnASkateboard = cameraSubject and cameraSubject:IsA("SkateboardPlatform")
	local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing

	if self.lastUpdate == nil or timeDelta > 1 then
		self.lastCameraTransform = nil
	end

	if self.lastUpdate then
		local gamepadRotation = self:UpdateGamepad()

		if self:ShouldUseVRRotation() then
			self.rotateInput = self.rotateInput + self:GetVRRotationInput()
		else
			-- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from
			local delta = math.min(0.1, timeDelta)

			if gamepadRotation ~= ZERO_VECTOR2 then
				self.rotateInput = self.rotateInput + (gamepadRotation * delta)
			end

			local angle = 0
			if not (isInVehicle or isOnASkateboard) then
				angle = angle + (self.turningLeft and -120 or 0)
				angle = angle + (self.turningRight and 120 or 0)
			end

			if angle ~= 0 then
				self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0)
			end
		end
	end

	-- Reset tween speed if user is panning
	if self.userPanningTheCamera then
		tweenSpeed = 0
		self.lastUserPanCamera = tick()
	end

	local userRecentlyPannedCamera = now - self.lastUserPanCamera < TIME_BEFORE_AUTO_ROTATE
	local subjectPosition = self:GetSubjectPosition()

	if subjectPosition and player and camera then
		local zoom = self:GetCameraToSubjectDistance()
		if zoom < 0.5 then
			zoom = 0.5
		end

		if self:GetIsMouseLocked() and not self:IsInFirstPerson() then
			-- We need to use the right vector of the camera after rotation, not before
			local newLookCFrame = self:CalculateNewLookCFrame(overrideCameraLookVector)

			local offset = self:GetMouseLockOffset()
			local cameraRelativeOffset = offset.X * newLookCFrame.rightVector
				+ offset.Y * newLookCFrame.upVector
				+ offset.Z * newLookCFrame.lookVector

			--offset can be NAN, NAN, NAN if newLookVector has only y component
			if Util.IsFiniteVector3(cameraRelativeOffset) then
				subjectPosition = subjectPosition + cameraRelativeOffset
			end
		else
			if not self.userPanningTheCamera and self.lastCameraTransform then
				local isInFirstPerson = self:IsInFirstPerson()

				if
					(isInVehicle or isOnASkateboard or (self.isFollowCamera and isClimbing))
					and self.lastUpdate
					and humanoid
					and humanoid.Torso
				then
					if isInFirstPerson then
						if
							self.lastSubjectCFrame
							and (isInVehicle or isOnASkateboard)
							and cameraSubject:IsA("BasePart")
						then
							local y = -Util.GetAngleBetweenXZVectors(
								self.lastSubjectCFrame.lookVector,
								cameraSubject.CFrame.lookVector
							)
							if Util.IsFinite(y) then
								self.rotateInput = self.rotateInput + Vector2.new(y, 0)
							end
							tweenSpeed = 0
						end
					elseif not userRecentlyPannedCamera then
						local forwardVector = humanoid.Torso.CFrame.lookVector
						if isOnASkateboard then
							forwardVector = cameraSubject.CFrame.lookVector
						end

						tweenSpeed = Util.Clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)

						local percent = Util.Clamp(0, 1, tweenSpeed * timeDelta)
						if self:IsInFirstPerson() and not (self.isFollowCamera and self.isClimbing) then
							percent = 1
						end

						local y = Util.GetAngleBetweenXZVectors(forwardVector, self:GetCameraLookVector())
						if Util.IsFinite(y) and math.abs(y) > 0.0001 then
							self.rotateInput = self.rotateInput + Vector2.new(y * percent, 0)
						end
					end
				elseif
					self.isFollowCamera
					and (not (isInFirstPerson or userRecentlyPannedCamera) and not VRService.VREnabled)
				then
					-- Logic that was unique to the old FollowCamera module
					local lastVec = -(self.lastCameraTransform.p - subjectPosition)

					local y = Util.GetAngleBetweenXZVectors(lastVec, self:GetCameraLookVector())

					-- This cutoff is to decide if the humanoid's angle of movement,
					-- relative to the camera's look vector, is enough that
					-- we want the camera to be following them. The point is to provide
					-- a sizable dead zone to allow more precise forward movements.
					local thetaCutoff = 0.4

					-- Check for NaNs
					if Util.IsFinite(y) and math.abs(y) > 0.0001 and math.abs(y) > thetaCutoff * timeDelta then
						self.rotateInput = self.rotateInput + Vector2.new(y, 0)
					end
				end
			end
		end

		if not self.isFollowCamera then
			local VREnabled = VRService.VREnabled

			if VREnabled then
				newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
			else
				newCameraFocus = CFrame.new(subjectPosition)
			end

			local cameraFocusP = newCameraFocus.p
			if VREnabled and not self:IsInFirstPerson() then
				local cameraHeight = self:GetCameraHeight()
				local vecToSubject = (subjectPosition - camera.CFrame.p)
				local distToSubject = vecToSubject.magnitude

				-- Only move the camera if it exceeded a maximum distance to the subject in VR
				if distToSubject > zoom or self.rotateInput.x ~= 0 then
					local desiredDist = math.min(distToSubject, zoom)
					vecToSubject = self:CalculateNewLookVectorVR() * desiredDist
					local newPos = cameraFocusP - vecToSubject
					local desiredLookDir = camera.CFrame.lookVector
					if self.rotateInput.x ~= 0 then
						desiredLookDir = vecToSubject
					end
					local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)
					self.rotateInput = ZERO_VECTOR2

					newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0)
				end
			else
				local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
				self.rotateInput = ZERO_VECTOR2
				newCameraCFrame = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)
			end
		else -- is FollowCamera
			local newLookVector = self:CalculateNewLookVector(overrideCameraLookVector)
			self.rotateInput = ZERO_VECTOR2

			if VRService.VREnabled then
				newCameraFocus = self:GetVRFocus(subjectPosition, timeDelta)
			else
				newCameraFocus = CFrame.new(subjectPosition)
			end
			newCameraCFrame = CFrame.new(newCameraFocus.p - (zoom * newLookVector), newCameraFocus.p)
				+ Vector3.new(0, self:GetCameraHeight(), 0)
		end

		self.lastCameraTransform = newCameraCFrame
		self.lastCameraFocus = newCameraFocus
		if (isInVehicle or isOnASkateboard) and cameraSubject:IsA("BasePart") then
			self.lastSubjectCFrame = cameraSubject.CFrame
		else
			self.lastSubjectCFrame = nil
		end
	end

	self.lastUpdate = now
	return newCameraCFrame, newCameraFocus
end

function ClassicCamera:EnterFirstPerson()
	self.inFirstPerson = true
	self:UpdateMouseBehavior()
end

function ClassicCamera:LeaveFirstPerson()
	self.inFirstPerson = false
	self:UpdateMouseBehavior()
end

return ClassicCamera
