Code:action car()
{
my.emask |= ENABLE_IMPACT;
ENTITY* enemy = NULL; // spell target
my.STATE = 1;
VECTOR vFeet;
vec_for_min(vFeet,me); // vFeet.z = distance from player origin to lowest vertex
VECTOR move_me;
while(1)
{
VECTOR target_node_pos;
var temp;
var target_node_num = 1;//start at node 1
path_set(me,"path_000");
path_nextnode(my,1,1);
path_getnode(me,1,target_node_pos.x,NULL);
into target_node_pos
move_me.x = 0.25;
c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_ME | IGNORE_PASSENTS);
my.z = hit.z - vFeet.z; // always place player's feet on the ground
c_move(me,vector(move_me.x,0,0),NULL, GLIDE);
wait(1);
}
}