org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
// little perspective effect
up[2] = up[2] + dir_angle * 0.3;
+ // a bit of counter-camera rotation
+ up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
+ up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
+ up[2] = up[2] + r_refdef.view.forward[2] * 0.07;
break;
}