function effect_rocket_tail_fast(PARTICLE* p) {
p.vel_x = you.x - p.x;
p.vel_y = you.y - p.y;
p.vel_z = you.z - p.z;
vec_set(p.x, you.x);
}
function effect_rocket_tail(PARTICLE* p) {
p.flags |= BEAM;
p.bmap = raketen_schweif_tga;
p.alpha = 45 + random(25);
p.size = 50;
p.event = effect_rocket_tail_fast;
}
action rocket() {
effect(effect_rocket_tail, 1, my.x, nullvector);
while (1) {
...
move and do some other stuff
...
}
}