 			if (v == _fov) return;
 			_fov = v;
 			calculateDerivedParameters();
+		}
+		
+		
+		/**
+		 * X Offset Position of the player entity.
+		 */
+		public function get playerOffsetX():Number
+		{
+			return _playerOffsetX;
+		}
+		public function set playerOffsetX(v:Number):void
+		{
+			_playerOffsetX = v;
 		}
 		
 		

		private var _playerY:int;				// player x offset from center of road (-1 to 1 to stay independent of roadWidth)
		private var _playerZ:Number;			// player relative z distance from camera (computed)
		
		private var _playerOffsetY:Number;
		private var _playerJumpHeight:Number;
		private var _playerWidth:Number;

						_cameraDepth / _playerZ,
						_widthHalf,
						(_heightHalf - (_cameraDepth / _playerZ * interpolate(playerSegment.point1.camera.y, playerSegment.point2.camera.y, playerPercent) * _heightHalf)) + jitter,
						_playerOffsetX,
						_playerOffsetY,
						_racetrack.player.pixelOffsetY);
				}
