#include <acknex.h>;
#include <default.c>;
ENTITY* ship;
function camera_ship();
function camera_walking();
var campla =1;
action act_ship()
{
ship = me;
me.ambient = 10;
while(1)
{
if (campla==1)
{
canera_ship();
}
else
if(campla == 0)
{
cam_walking();
}
if (key_z) {me.pan += 3*time_step;}
if (key_x) {me.pan -= 3*time_step;}
if (key_a){c_move (me,vector( 5,0,0),nullvector,NULL);}
if (key_s){c_move (me,vector( -5,0,0),nullvector,NULL);}
if (key_q){c_move (me,vector( 0,0,1),nullvector,NULL);}
if (key_e){c_move (me,vector( 0,0,-1),nullvector,NULL);}
if (key_c) {me.tilt += 3*time_step;}
if (key_v) {me.tilt -= 3*time_step;}
if (key_r) {me.roll -= 3*time_step;}
if (key_t) {me.roll += 3*time_step;}
wait(1);
}
}
function main()
{
video_screen = 2;
video_mode = 6;
level_load ("place.wmb");
ent_create("ship.mdl", vector(0,0,0),NULL);
}
function camera_ship()
{
vec_set(camera.x,ship.x);
vec_set(camera.y,ship.y);
vec_set(camera.z,ship.z);// move the camera together with the ship entity
vec_set(camera.pan,ship.pan);
}
function camera_walking()
{
vec_set(camera.x, vector(-300, 0, 0));
}