<P>		local Rotator         rotDest;
<P>
<P>		rotDest=RotRand(false)*0.25+Rotation*0.75;
<P>		yaw = rotDest.Yaw;
<P>		pitch = 0;
<P>		distribution = 0.5;*/
<P>
<P>		magnitude = 300*(FRand()*0.4+0.8);  // 400, +/-20%
<P>		if (!AIPickRandomDestination(100, magnitude, 0, 0, 0, 0, 4, FRand()*0.4+0.35, insaneDest))
<P>			insaneDest = Location+(VRand()*150);  // we give up
<P>	}
<P>
<P>	function PlayerCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
<P>	{
<P>		local vector ViewVect, HitLocation, HitNormal, whiteVec;
<P>		local float ViewDist;
<P>		local actor HitActor;
<P>		local float time;
<P>
<P>		ViewActor = Self;
<P>		if (bHidden || bInsaneDeath)
<P>		{
<P>			// spiral up and around carcass and fade to white in five seconds
