ratio 02502CCC f13 f8 # followCamera state +0x38
ratio 02502E44 f8 f7 # followCamera state +0x34
ratio 02502E8C f8 f7 # followCamera state +0x34
ratio 02502ECC f8 f7 # followCamera state +0x34
ratio 025034AC f31 f8 # followCamera state +0x3C
ratio 02503540 f31 f8 # followCamera state +0x3C
ratio 02503670 f31 f12 # followCamera state +0x60
ratio 025037B0 f1 f12 # followCamera state +0x1C
ratio 02503E20 f10 f7 # followCamera state +0x40
ratio 02503EC8 f7 f9 # followCamera state +0x40
ratio 02504620 f8 f0 # followCamera state +0x28
ratio 02504660 f18 f12 # followCamera state +0x68
ratio 025046C0 f23 f28 # followCamera state +0x44
ratio 025046FC f12 f11 # followCamera state +0x28
ratio 025047B8 f0 f9 # followCamera state +0x68
ratio 02504808 f29 f11 # followCamera state +0x68
ratio 025049CC f13 f7 # followCamera state +0x68
ratio 02504B70 f23 f9 # followCamera state +0x20
ratio 02504B78 f23 f11 # followCamera state +0x24
ratio 02504B94 f17 f0 # followCamera state +0x64
ratio 02504BA8 f0 f12 # followCamera state +0x3C
ratio 02504C00 f17 f0 # followCamera state +0x64
ratio 02504C14 f0 f12 # followCamera state +0x3C
ratio 02504C68 f19 f12 # followCamera state +0x3C
ratio 02504DA0 f17 f8 # followCamera state +0x70
ratio 02504DB0 f8 f13 # followCamera state +0x60
# (descriptions inferred from the call pattern and the GameCube source)
# followCamera: vector smoothing x += (t - x) * r through cXyz::operator* (f1 = r)
arg 0250329C # followCamera: m3C0 += (player - m3C0) * r
arg 025032CC # followCamera: mCenter += (m3C0 - mCenter) * dVar23
arg 02504D50 # followCamera: mEye += (m3CC - mEye) * 0.75
# followCamera: angle smoothing a += (t - a) * r through cSAngle::operator*(f32) (f1 = r)
arg 025034D0 # followCamera: direction V
arg 02503564 # followCamera: direction V (second branch)
arg 025035BC # followCamera: direction U towards behind the player
arg 025042F8 # followCamera: direction U, ratio m3B8 * cos V
arg 025043C8 # followCamera: direction U, ratio m3B8 * cos V (branch 2)
arg 0250447C # followCamera: direction U, ratio m3B8 * cos V (branch 3)
arg 02504B1C # followCamera: direction V, ratio from the follow work (+0x68)
arg 02504ECC # followCamera: bank += (fan bank - bank) * ratio
arg 02504F5C # followCamera: bank (second branch)
# dCamera_c::Run
arg 024FE89C # Run: m148 += (forwardCheckAngle() - m148) * FwdCushion
arg 024FEB00 # Run: bank -= bank * 0.05
