i need help..my lite-c free crashes on load..
i tried commenting out parts of my code and it seems that this code causes it to crash..
ENTITY* player = {
type = "orc.mdl";
flags = SHOW;
x = -265;
y = 220;
z = FLOOR;
}
btw..here's all of my code..please help..thanks much!
///////////////////////////////////////////////////////////////
#include <acknex.h>
///////////////////////////////////////////////////////////////
//player state
#define INACTIVE 1
#define STAND 0
#define RUN 1
#define TURN 2
//global variables
var animatepercent = 0;
var state = -1;
var direction = 0;
//define keys
var UP_KEY=17; // key_w
var DOWN_KEY=31; // key_s
var LEFT_KEY=30; // key_a
var RIGHT_KEY=32; // key_d
//camera offsets
#define FLOOR -22
#define CAM_DIST 50
#define CAM_HEIGHT 40
#define CAM_TILT -30
//character offsets
#define char_speed 7
#define char_size 1.5
ENTITY* player = {
type = "orc.mdl";
flags = SHOW;
x = -265;
y = 220;
z = FLOOR;
}
function camera_update(){
camera.x = my.x - cos(my.pan) * CAM_DIST;
camera.y = my.y - sin(my.pan) * CAM_DIST;
camera.pan = (my.pan);
camera.z = CAM_HEIGHT;
camera.tilt = CAM_TILT;
}
function player_update(){
my.z = FLOOR;
if (state == STAND){
animatepercent += time_step;
ent_animate(me, "stand", animatepercent, ANM_CYCLE);
}
if (state == RUN){
animatepercent +=char_speed*time_step;
ent_animate(me, "run", animatepercent, ANM_CYCLE);
c_move(me, vector(char_speed*(key_w-key_s)*time_step,0,0),nullvector, GLIDE);
camera_update();
}
if (state == TURN){
my.pan += 5*(key_a-key_d)*time_step;
camera_update();
}
}
action player_move(){
while(1) {
if(key_pressed(UP_KEY) == ON){
state = RUN;
player_update();
}
else{
state = STAND;
player_update();
}
if(key_pressed(RIGHT_KEY) == ON){
state = TURN;
player_update();
}
if(key_pressed(LEFT_KEY) == ON){
state = TURN;
player_update();
}
if(key_pressed(DOWN_KEY) == ON){
state = RUN;
player_update();
}
wait(1);
}
}
void main(){
fps_max = 140;
level_load("maze.wmb");
wait(1);
player = ent_create("orc.mdl", vector(-265,220,FLOOR), player_move);
set(player, SHADOW);
player.scale_x = char_size;
player.scale_y = char_size;
player.scale_z = char_size;
camera.x = player.x - cos(player.pan) * CAM_DIST;
camera.y = player.y - sin(player.pan) * CAM_DIST;
camera.pan = player.pan;
camera.z = CAM_HEIGHT;
camera.tilt = CAM_TILT;
}