lol, should be fun incorporating it directly into a mickey mouse.x situation =)

this i haven't tested so if i'm missing a bracket just stick it in...

Code:
function orbitMe(ent){
	me = ent;

	var panTurn, 0; var tiltTurn, 0;
	var orbitDist, 100;
	while(mouse_right){
		panTurn += mickey.x;
		tiltTurn += mickey.y;

		camera.x = my.x + (orbitDist * sin(180+ang(panTurn)));
		camera.y = my.y + (orbitDist * cos(180+ang(panTurn)));

		camera.z = my.x + (orbitDist * sin(180+tiltTurn));

		vec_set(temp,my.x);		// face the player
		vec_sub(temp,camera.x);
		vec_to_angle(temp,temp);
		vec_set(camera.pan,vector(temp.pan,temp.tilt,0));
		wait(1);
	}
}


Hope this helps, and hope it works! =)