Here's the edited player.c code

//////////////////////////////////////////////////////////////////////

#define move_x skill22 // movement skills
#define move_y skill23
#define move_z skill24
#define force_x skill25
#define force_y skill26
#define force_z skill27
#define velocity_x skill28
#define velocity_y skill29
#define velocity_z skill30

#define animate skill31 ///animation skills
#define animate2 skill32
#define animblend skill33
#define currentframe skill34
#define blendframe skill35


#define z_offset skill50 //gravity and jumping skills
#define jumping_mode skill51
#define gravity skill52
#define movement_mode skill53 //4 various movements, mainly combat
#define moving skill54

#define hit_by_player skill55
#define entity_type skill56

VECTOR* temp;


function handle_movement() {
temp.x = -1000;
temp.y = 0;
if(key_w ==1) { temp.x = camera.pan; }
if(key_s ==1) { temp.x = camera.pan + 180; }
if(key_a ==1) { temp.x = camera.pan + 90; }
if(key_d ==1) { temp.x = camera.pan - 90; }
if(temp.x != 1000) { temp.y = 15 * time_step; }
my.move_x = fcos(temp.x, temp.y);
my.move_y = fsin(temp.x, temp.y);
c_move(my, nullvector, my.move_x, USE_AABB | IGNORE_PASSABLE | GLIDE);

}


function handle_camera() {
//place cam behind player
vec_set(camera.x, vector(my.x + fcos(my.pan, -200), my.y + fsin(my.pan, -200), my.z + 80));
vec_diff(temp.x, my.x, camera.x); //make cam look towards player
vec_to_angle(camera.pan, temp.x);
}

action player_action()
{
set(my, SHADOW);
while(1); {
handle_movement();
handle_camera();
wait(1);
}
}


I know I can.