1.89 z coordinates (position of camera)
-0.06 distance from camera to neck (so when you move the camera it rotates about a point other than the camera position)
50 field of view angle
0 left/right angle
-10 up/down angle
The variables are the same for mirrors, but instead of what they see being displayed on your screen, the image is displayed on the mirror texture.
An exception to this is the [add_camera_reflexion_2], this includes an extra value at the bottom that indicates some sort of angle the camera must look to cause this mirror to be drawn (means that mirrors stop taking up resources when not in view). Hopefully this helps.