# Camera Pitch of Player
Grammar — Current camera pitch of player player
Flags —Native
|Function
Returns the current camera pitch of a player. Camera pitch is tracked for all players in a multiplayer game, but the queried locations will be slightly old due to network latency.
# Arguments
int
— Player
Returns — fixed
native fixed CameraGetPitch(int player);
# Related
Category: Camera / Basic
- Apply Camera Object —
void
— CameraApplyInfo - Default Game Camera —
camerainfo
— CameraInfoDefault - Pan Camera —
void
— CameraPan - Make Camera Look At —
void
— CameraLookAt - Camera Target Of Player —
point
— CameraGetTarget - Camera Pitch of Player —
fixed
— CameraGetPitch - Camera Yaw of Player —
fixed
— CameraGetYaw - Camera Distance of Player —
fixed
— CameraGetDistance - Save Camera —
void
— CameraSave - Restore Camera —
void
— CameraRestore - Set Camera Channel On Portrait —
void
— CameraSetChannelOnPortrait - Clear Camera Channel On Portrait —
void
— CameraClearChannelOnPortrait - Set Camera Data —
void
— CameraSetData
# Examples
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:4832
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:4833
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
lv_effectPosition[1] = PointGetY(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
mods/novastoryassets.sc2mod — base3.sc2maps/maps/campaign/nova/nova09.sc2map/MapScript.galaxy:4632
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
mods/novastoryassets.sc2mod — base3.sc2maps/maps/campaign/nova/nova09.sc2map/MapScript.galaxy:4633
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
lv_effectPosition[1] = PointGetY(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova09.sc2map — MapScript.galaxy:4632
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
mods/novastoryassets.sc2mod/base3.sc2maps/maps/campaign/nova/nova09.sc2map — MapScript.galaxy:4633
lv_cameraPosition[0] = PointGetX(CameraGetTarget(1));
lv_cameraPosition[1] = (PointGetY(CameraGetTarget(1))-(Cos(CameraGetPitch(1))*CameraGetDistance(1)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, CameraGetTarget(1))+(Sin(CameraGetPitch(1))*CameraGetDistance(1)));
lv_effectPosition[0] = PointGetX(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
lv_effectPosition[1] = PointGetY(EventPlayerEffectUsedPoint(c_effectLocationTargetPoint));
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:25328
lv_cameraTargetPoint = CameraGetTarget(lv_player);
lv_cameraPosition[0] = PointGetX(lv_cameraTargetPoint);
lv_cameraPosition[1] = (PointGetY(lv_cameraTargetPoint)-(Cos(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, lv_cameraTargetPoint)+(Sin(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_distance = SquareRoot((Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0) + Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0) + Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)));
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:25329
lv_cameraPosition[0] = PointGetX(lv_cameraTargetPoint);
lv_cameraPosition[1] = (PointGetY(lv_cameraTargetPoint)-(Cos(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, lv_cameraTargetPoint)+(Sin(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_distance = SquareRoot((Pow((lv_cameraPosition[0]-lv_effectPosition[0]), 2.0) + Pow((lv_cameraPosition[1]-lv_effectPosition[1]), 2.0) + Pow((lv_cameraPosition[2]-lv_effectPosition[2]), 2.0)));
CameraShakeStart(lv_player, c_cameraPositionTarget, c_cameraDirectionZ, MaxF((1-(lv_distance/50)), 0.0), 5.0, 100.0, 0.5);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:29243
lv_cameraTargetPoint = CameraGetTarget(lv_player);
lv_cameraPosition[0] = PointGetX(lv_cameraTargetPoint);
lv_cameraPosition[1] = (PointGetY(lv_cameraTargetPoint)-(Cos(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, lv_cameraTargetPoint)+(Sin(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_effectPosition[0] = PointGetX(lv_effectTargetPoint);
mods/starcoop/starcoop.sc2mod — base.sc2data/LibCOMI.galaxy:29244
lv_cameraPosition[0] = PointGetX(lv_cameraTargetPoint);
lv_cameraPosition[1] = (PointGetY(lv_cameraTargetPoint)-(Cos(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_cameraPosition[2] = (WorldHeight(c_heightMapGround, lv_cameraTargetPoint)+(Sin(CameraGetPitch(lv_player))*CameraGetDistance(lv_player)));
lv_effectPosition[0] = PointGetX(lv_effectTargetPoint);
lv_effectPosition[1] = PointGetY(lv_effectTargetPoint);