Code:
VECTOR temp;
VECTOR coursordiff;
VECTOR coursorspeed;
vec_set(coursordiff, mouse_pos);
vec_set(temp, player.x);
vec_to_screen(temp, camera);
vec_sub(coursordiff, temp);
vec_set(coursorspeed, coursordiff);
vec_scale(coursorspeed, timestep*speed);
if(vec_length(coursorspeed) > vec_length(coursordiff))
{
	vec_add(mouse_pos, coursordiff);
}else
{
	vec_add(mouse_pos, coursorspeed);
}



Irgendwie so müsste es funktionieren.