VECTOR tVec;
VECTOR tVec2;
vec_diff(tVec, p.x, p.skill_x); //subtract Old camera position
vec_diff(tVec2, camera.pan, p.skill1);
vec_rotate(tVec, tVec2); //rotate by old camera pan/tilt/roll
vec_add(tVec, camera.x); //add new camera position
vec_set(p.x, tVec); //position particle accordingly
//
vec_set(p.skill1, camera.pan); //set new LAST camera pan/tilt/roll
vec_set(p.skill_x, camera.x); //set new LAST camera position