

As I'm sure you know, Enforcer uses a weird third-person camera placed behind and slightly above the main character and then angled down on him. This considerably limits visibility; even when using the game's auto-aim, there are times when it's just not enough. Basically, it's always set to this; the reticule/crosshair will move up and down but the the camera won't follow vertical mouse movement (it only does so horizontally):

I've managed to edit a level's ZoneInfo, in particular, the Camera Distance and CameraPitch both to 0, which at least simulate a first-person perspective. But I'm still nowhere close to finding out how to change the default aiming behavior, where the camera does not follow mouse input on the vertical axis beyond a certain point. This means I can "see" through an FPS angle but can't fully play it as one.
To make matters trickier, the game's camera height is always placed above the main character, making him seem taller than what he is when playing in first-person. I've been looking for EyeHeight values and making some (timid) changes but none seem to influence it. I can change the player's DrawScale but this merely reduces the mesh size; it works at first but doesn't hold water in the long run.
The 'Ghost' cheat command seems to adjust to an average height, along with allowing full movement and aiming, but I'm not sure how I could adapt it to standard play.
I was wondering if anyone could provide some insight or any help into how I might change these? I have been reading the BeyondUnreal wiki but my programming skills are virtually none, and this is the first time I've tried messing about with Unreal's guts, so this has been hard.
If necessary I can post Enforcer's Classes so anyone can take a better look at them.
Thanks in advance for any help on this matter!