Code:
function move_player()
{
	var save_pan = 0; //stores the entity.pan (needed to find out if the pan has changed)
	VECTOR save_pos; //stores the entity.pos (needed to find out if the position has changed)
	
	while(enet_ent_globpointer(my) == -1) {wait(1);} //wait until the entity gets a global pointer
	
	if(enet_ent_creator(enet_ent_globpointer(my)) == enet_get_clientid())
	{ //Every client controls his own player
		while(1)
		{
			vec_set(camera.x,my.x);
			//store the keys as bits in a skill1
			// if(my.skill1 != oldskill1) enet_send_skill(enet_ent_globpointer(my),1,1,SERVER);
			wait(1);
		}
	}
	if(enet_get_connection() == SERVER_MODE || enet_get_connection() == CLIENT_SERVER_MODE)
	{
		//set up the physic stuff
		phent_settype(my, PH_RIGID, PH_BOX);//physik entity definieren & kollision = sphere
		phent_setmass(my, 75, PH_SPHERE);//masse definieren & rotation = sphere
		
		while(1)
		{
			//use skill1 for the controls of the entity
			
			
			//sends the position if changed
			if(save_pos.x != my.x || save_pos.y != my.y || save_pos.z != my.z) {enet_send_pos(enet_ent_globpointer(my),-1);vec_set(save_pos,my.x);}
			//sends the angles if they changed
			if(save_pan != my.pan) {enet_send_angle(enet_ent_globpointer(my),-1);save_pan = my.pan;}


			wait(1);
		}
	}

}



thats it so far