action Schaedel()
{
set(my, LIGHT);
my.red = 255;
my.green = 0;
my.blue = 0;
my.lightrange = 100;
vec_for_vertex(enemy_effect1,my,100);
ent_create(NULL,enemy_effect1,Base_Fireeye_emitter);
c_scan(my.x,my.pan, vector(120,60,400), IGNORE_ME | SCAN_ENTS |SCAN_LIMIT);
if(you == player)
{
if(vec_dist(player.x,my.x) > 400) // Der Gegner ist noch nicht nah genug am Spieler
{
vec_set(temp,player.x);
vec_sub(temp,my.x);
vec_to_angle(my.pan,temp);
c_move(my,vector(10*time_step,0,0), nullvector, IGNORE_PASSABLE | GLIDE);
//ent_animate(my,"walk", anim_percentage,ANM_CYCLE);
//anim_percentage += 5* time_step;
}
else
{
vec_set(temp, player.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan,temp);
my.tilt = 0;
//skelett_caster_attack();
}
wait(1);
}
}