- Mesh Collisions: Respects 3D meshes and heightmaps (no floor clipping).
- Rotated Solids: Collisions use OBB projection, respecting physical 3D rotation instead of standard bounding boxes.
- Aim Lock Memory: Pause/resume targeting without losing target UID.
- Ray Endpoints: RayEndPointX/Y/Z return final coords when a raycast misses.
- Deactivated Camera: Retrieve coordinates (CamX/Y/Z) and look targets (LookX/Y/Z) even when disabled to set up smooth transitions.