Currently, it looks a bit like this
while(int_gameState == gameState_ingame){
proc_mode = PROC_LATE;
for(i = 0; i < hand_max; i++){
pos.x = camera.pos_x + (camera.size_x / 2);
pos.y = camera.pos_y + (camera.size_y / 2);
pos.z = 20; //dist
pos.x += (sin((i+0) * 60) * 250);
pos.y -= (cos((i+0) * 60) * 250);
vec_for_screen(pos, camera);
vec_set(ent_gameHand[i].x, pos);
ent_gameHand[i].pan = camera.pan - 90;
ent_gameHand[i].roll = camera.tilt + 90;
}
wait(1);
}
Just to clarify, the entities stay exactly where they should be after any camera movement, just need a final angle adjustment.
The camera doesn't target anything atm, but if necessary can do, using default camera will give the same effect.