entity* player;
entity* enemy;
var sens_mouse; var mouse_hor; var mouse_ver;
define speed,skill1; define speed_max,skill2;
action player_action
{
player = me; c_setminmax(me);
my.polygon = on;
sens_mouse = -0.02;
my.speed_max = 10;
while(1)
{
mouse_hor = (pointer.x -((screen_size.x ) /2)) * sens_mouse;
mouse_ver = (pointer.y -((screen_size.y ) /2)) * sens_mouse;
if(key_w ==1)
{if(my.speed < my.speed_max){my.speed += 0.5 *time_step;}else{my.speed += 0;}}
if(key_s ==1)
{if(my.speed > 0){my.speed -= 0.5 *time_step;}else{my.speed =0;}}
c_move(me, vector(my.speed * time_step,0,0), nullvector, ignore_passable | glide);
c_rotate (me, vector(mouse_hor *time_step,mouse_ver *time_step,0), use_axisr | ignore_passable);
wait(1);
}
}
function enemy_fun
{
enemy = me;
}
function next_ents
{
ent_create("model.mdl", nullvector, enemy_fun);
}
on_n next_ents;