...
while(me)
{
...
//calculate 'START-of-trace' vectors
vec_set(s_leftV, vector(0,0, my.min_z)); //local co-ord of feet
vec_rotate(s_leftV, my.pan); //rotate to players facing direction
vec_add(s_leftV, my.x); //position 'around' player
vec_set(s_backV, vector(0,0, my.min_z)); //local co-ord of feet
vec_rotate(s_backV, my.pan); //rotate to players facing direction
vec_add(s_backV, my.x); //position 'around' player
vec_set(s_rightV, vector(0,0, my.min_z)); //local co-ord of feet
vec_rotate(s_rightV, my.pan); //rotate to players facing direction
vec_add(s_rightV, my.x); //position 'around' player
//
//calculate 'END-of-trace' vectors
vec_set(e_leftV, vector(0,-500, my.min_z)); //trace distances (from feet)
vec_rotate(e_leftV, my.pan); //rotate to players facing direction
vec_add(e_leftV, my.x); //position 'around' player
vec_set(e_backV, vector(-500,0, my.min_z)); //trace distances (from feet)
vec_rotate(e_backV, my.pan); //rotate to players facing direction
vec_add(e_leftV, my.x); //position 'around' player
vec_set(e_rightV, vector(0,500, my.min_z)); //trace distances (from feet)
vec_rotate(e_rightV, my.pan); //rotate to players facing direction
vec_add(e_leftV, my.x); //position 'around' player
c_trace(s_leftV, e_leftV, IGNORE_ME); /* debugging --> */ draw_line3d(s_leftV, NULL, 100); draw_line3d(e_leftV.x, vector(0,255,0), 100);
c_trace(s_backV, e_backV, IGNORE_ME); /* debugging --> */ draw_line3d(s_backV, NULL, 100); draw_line3d(e_backV.x, vector(0,0,255), 100);
c_trace(s_rightV, e_rightV, IGNORE_ME); /* debugging --> */ draw_line3d(s_rightV, NULL, 100); draw_line3d(e_rightV.x, vector(255,0,0), 100);
//
//
wait(1);
}
...