Ok here it is:
action bulletAct(){
var temp;
set(me,TRANSLUCENT);
my.alpha = 0;
my.skill1 = bullet;
my.pan = camera.pan;
my.roll = camera.roll;
my.tilt = camera.tilt;
my.pan -= accuVar/2;
my.roll -= accuVar/2;
my.tilt -= accuVar/2;
my.pan += integer(random(accuVar*10))/10;
my.roll += integer(random(accuVar*10))/10;
my.tilt += integer(random(accuVar*10))/10;
you = player;
c_move(me,vector(range,0,0),nullvector,IGNORE_PASSABLE | IGNORE_PASSENTS | IGNORE_YOU);
set(me,PASSABLE);
wait(1);
you = player;
reset(me,PASSABLE);
c_trace(camera.x,my.x,IGNORE_YOU | IGNORE_PASSABLE);
effect(effect_explosion,50,target,nullvector);
set(my,PASSABLE);
wait(-1);
ent_remove(me);
}