You mean my main function? Or the full script? I show you the full script, than you have got everything, but beware: It is big wink
Code:
#include <default.c>
#include <acknex.h>
#include "menu.c"
#include "gravity.c"
#include "panels.c"
#include "effects.c"
#include "savenload.c"
#include "moves.c"
#include "doors.c"
#include "sound.c"
#include "endgegner.c"
#include "controller.c"
#include "multiplayer.c"
#include "weapon.c"
#include "shaders.c"
#include "mtlFX.c"
#include <mtlView.c>
var Xbox_Joystick_X , Xbox_Joystick_Y ; // Change var to float for higher sensitivity
var Xbox_Joystick_Raw_X , Xbox_Joystick_Raw_Y, 
Xbox_Joystick_Rot_X, Xbox_Joystick_Rot_Y ;  

var Xbox_Joystick2_Raw_X , Xbox_Joystick2_Raw_Y ; 

var Xbox_Button_A, Xbox_Button_B, Xbox_Button_X, Xbox_Button_Y, 
Xbox_Button_Front_L, Xbox_Button_Front_R, Xbox_Button_Back, Xbox_Button_Start, 
Xbox_Joy_Push_L, Xbox_Joy_Push_R, Xbox_Button_11, Xbox_Button_12 ; 
var levelnr = 0;
var restart= 0;
var uebergang = 0;
var overs = 0;
var scannen1 = 1;
var zerstoeren_endboss = 0; 
var ball_sichtbar = 1;
var life = 100;
var energy = 100;
VECTOR ball_start_pos;
ENTITY* ball;
ENTITY* box;
ENTITY* ball2; 
BMAP* mouse_normal = "normal_mouse.tga";
ENTITY* skycube =
{
	type = "skya+6.tga"; // the image for a backdrop scene
	flags2 = SKY | CUBE | SHOW; // sky cube, visible
}
MATERIAL* test_mat =
{
	effect ="test.fx";
}
function blitzen()
{
	var b = 0;
	while(ball)
	{
		if((mouse_left && b == 0 || joy_6 && b == 0) && energy >= 50)
		{
			b = 1;
			energy = 0;
			snd_play(ball_wave,75,0);
			effect(part_funken,200,ball.x,nullvector);
			effect(part_funken,300,ball.x,nullvector);			
			c_scan(ball.x,ball.pan,vector(360,360,250),IGNORE_ME);
			b = 0;	
		}
		wait(1);
	}
}
function tutorial()
{
	mouse_mode = 0;
	black.flags |= SHOW;
	dialog = 0;
	dialogs();
}
function red_circle()
{
	my = ent_create("redk.tga",ball.x,NULL);
	set(my,PASSABLE);
	my.ambient = 100;  
	my.albedo = 100;
	my.scale_y = 2;
	my.scale_z = 2;
	my.scale_x = 2;
	while(ball)
	{
		vec_set(my.x, vector(ball.x + 20,ball.y,ball.z));
		wait(1);
	}
}
function raumschiffsetzer()
{
	VECTOR res;
	if(levelnr >= 21 && levelnr < 30)
	{
		vec_set(res,vector(2032,11,-641));
	}
	if(levelnr >= 30 && levelnr < 40)
	{
		vec_set(res,vector(2016,638,25));
	}
	phent_enable(ball,0);
	vec_set(ball.x, res);
	phent_enable(ball,1);
	phent_clearvelocity(ball);	
}
function reseter()
{
	vec_set(ball_start_pos,ball.x);
	while(1)
	{
		if(key_q || restart == 1)
		{
			restart = 0;
			phent_enable(ball,0);
			vec_set(ball.x, ball_start_pos);
			phent_enable(ball,1);
			phent_clearvelocity(ball);
		}
		wait(1);
	}
}

var er = 0;
function ertappt()
{
	if(er == 0)
	{
		er = 1;
		control = 0;
		str_cpy(sguard,"I saw you!\nI saw you!\nI saw you!\n \nI REALLY DID!");
		talk_guard_fig.flags |= (SHOW);
		tguard.flags |= SHOW;
		snd_play(btn,75,0);
		raumschiffsetzer();
		while(!key_space){wait(1);
		}   
		talk_guard_fig.flags &= (~SHOW);
		tguard.flags &= ~SHOW;
		control = 1;
		er = 0;
	}
}
function lebenrunterenemy()
{
	my.skill1 -= 10;
	my.red = 255;
	my.blue = 100;
	my.green = 100;
	wait(10);
	my.red = 128;
	my.blue = 128;
	my.green = 128;
}
action guard1() 
{
	my.emask |= (ENABLE_SHOOT);
	my.event = lebenrunterenemy;
	my.skill1 = 100;
	while(1) 
	{
		if(scanner1 && scannen1 == 1)
		{
			draw_line3d(nullvector,NULL,100);
			draw_line3d(my.x,vector(0,0,255), 0);
			draw_line3d(scanner1.x,vector(0,0,255), 100);
			c_trace(my.x,scanner1.x,IGNORE_ME);
			if(you == ball && ball_sichtbar == 1)
			{
				ertappt();	
			}
		}
		if(my.skill1 <= 0)
		{
			ent_remove(me);
			break;
		}
		wait(1);
	}
}
action guard2() 
{
	set(my,POLYGON);
	c_setminmax(me);
	while(1) 
	{
		if(scanner2 && scannen1 == 1)
		{
			draw_line3d(my.x,vector(0,0,255), 0); 
			draw_line3d(scanner2.x,vector(0,0,255), 100);
			draw_line3d(scanner2.x,nullvector, 100);
			draw_line3d(scanner2.x,nullvector, 100);
			c_trace(my.x,scanner2.x,IGNORE_ME);
			if(you == ball && ball_sichtbar == 1)
			{
				ertappt();	
			}
		}
		wait(1);
	}
}
function weiterspielen()
{
	while(1)
	{
		if(laden == 1)
		{
			laden = 0;
			game_load("save_gravix",0);
			nach_laden();
			wait(1);
			dialogs();
		}
		wait(1);
	}
}
function spielstart()
{
	while(1)
	{
		while(overs == 0)
		{
			if(start == 1)
			{
				tutorial();
				start = 0;
				EINBLEND_PANEL(black_pan);
				wait(-0.5);
				level_load("main.wmb");
				AUSBLEND_PANEL(black_pan);
				wait(1);
				optionen_show();
				dialogs();
			}
			if(start_lev1 == 1)
			{
				dialog = 99;
				start_lev1 = 0;
				teil = 1;
				EINBLEND_PANEL(black_pan);
				level_load("level12.wmb");
				wait(-0.5);
				AUSBLEND_PANEL(black_pan);
				optionen_show();
				control = 1;
				dialogs();
				reseter();
				background();
			}
			if(start_lev2 == 1)
			{
				teil = 2;
				dialog = 8;
				start_lev2 = 0;
				EINBLEND_PANEL(black_pan);
				wait(-0.5);
				level_load("spaceship_intro.wmb"); 
				AUSBLEND_PANEL(black_pan);
				wait(1);
				optionen_show();
				control = 1;
				//				dialogs();
				reseter();
				red_circle();
				blitzen();
				background();
			}
			if(start_lev3 == 1)
			{
				teil = 2;
				dialog = 16;
				start_lev3 = 0;
				EINBLEND_PANEL(black_pan);
				wait(-0.5);
				level_load("cave_level3.wmb"); 
				AUSBLEND_PANEL(black_pan);
				wait(1);
				optionen_show();
				control = 1;
				dialogs();
				//				blitzen();
				background();
			}
			if(start_mp == 1)
			{
				start_mp = 0;
				//				proc_kill(16);
				EINBLEND_PANEL(black_pan);
				level_load("mp_demo.wmb");
				AUSBLEND_PANEL(black_pan);
				wait(1);
				mp_panstart();
				optionen_show();
				background_mp();
				blitzen();
				blitzen2();
				proc_kill(red_circle);
			}
			if(str_cmpi(level_name,"main.wmb"))
			{
				levelnr = 1;
			}
			if(str_cmpi(level_name,"level2.wmb"))
			{
				levelnr = 2;
				dialog = 2;
			}
			if(str_cmpi(level_name,"level3.wmb"))
			{
				levelnr = 3;
			}
			if(str_cmpi(level_name,"level4.wmb"))
			{
				levelnr = 4;
			}
			if(str_cmpi(level_name,"level5.wmb"))
			{
				levelnr = 5;
			}
			if(str_cmpi(level_name,"level6.wmb"))
			{
				levelnr = 6;
			}
			if(str_cmpi(level_name,"level7.wmb"))
			{
				levelnr = 7;
			}
			if(str_cmpi(level_name,"level8.wmb"))
			{
				levelnr = 8;
			}
			if(str_cmpi(level_name,"level9.wmb"))
			{
				levelnr = 9;
			}
			if(str_cmpi(level_name,"level10.wmb"))
			{
				levelnr = 10;
			}
			if(str_cmpi(level_name,"level11.wmb"))
			{
				levelnr = 11;
			}
			if(str_cmpi(level_name,"level12.wmb"))
			{
				levelnr = 12;
			}
			if(str_cmpi(level_name,"level13.wmb"))
			{
				levelnr = 13;
			}
			if(str_cmpi(level_name,"level14.wmb"))
			{
				levelnr = 14;
			}
			if(str_cmpi(level_name,"level15.wmb"))
			{
				levelnr = 15;
			}
			if(str_cmpi(level_name,"level16.wmb"))
			{
				levelnr = 16;
			}
			if(str_cmpi(level_name,"level17.wmb"))
			{
				levelnr = 17;
			}
			if(str_cmpi(level_name,"level18.wmb"))
			{
				levelnr = 18;
			}	
			if(str_cmpi(level_name,"level19.wmb"))
			{
				levelnr = 19;
			}	
			if(str_cmpi(level_name,"uebergang.wmb"))
			{
				levelnr = 20;
				dialog = 7;
			}	
			if(str_cmpi(level_name,"spaceship_intro.wmb"))
			{
				dialog = 8;
				levelnr = 21;
				return;
			}	
			if(str_cmpi(level_name,"spaceship_main5.wmb"))
			{
				dialog = 8;
				levelnr = 26;
			}	
			if(str_cmpi(level_name,"spaceship_endgegner.wmb"))
			{
				dialog = 8;
				levelnr = 27;
			}	
			if(str_cmpi(level_name,"cave_intro.wmb"))
			{
				levelnr = 30;
				return;
			}	
			if(str_cmpi(level_name,"cave_level3.wmb"))
			{
				levelnr = 32;
				return;
			}
			wait(1);	
		}	
		wait(1);
	}
}
var o;
function ballscan()
{
	if(levelnr == 32 && o == 0)
	{
		o = 1;
		waffekeep();
	}
}
action ball_act()
{
	ss = 0;
	ball = me;
	my.emask |= (ENABLE_SCAN);
	my.event = ballscan;
	my.material = mat_metal;
	my.group = 10;
	phent_settype(ball,PH_RIGID,PH_SPHERE); 
	phent_setfriction(ball,50);
	phent_setmass(me,1,PH_RIGID);
	phent_setdamping(me,40,40);
	life_pan.flags |= (SHOW);
	reseter();
	spielstart();
	if(levelnr >= 21)
	{
		red_circle();
	}
	if(levelnr > 21)
	{
		energy_pan.flags |= (SHOW);
		ball.x = 2080;
	}
	if(levelnr >= 33)
	{
		waffekeep();
	}
	while(level_ent) 
	{
		while(control == 1)
		{
			if(key_a || Xbox_Joystick_Raw_X <= -150)
			{
				phent_addcentralforce(ball,vector(0,2500*time_step,0));	
			}
			if(key_d || Xbox_Joystick_Raw_X >= 150)
			{
				phent_addcentralforce(ball,vector(0,-2500*time_step,0));	
			}
			if(key_w || Xbox_Joystick_Raw_Y <= -150)
			{
				phent_addcentralforce(ball,vector(0,0,2500*time_step));	
			}
			if(key_s || Xbox_Joystick_Raw_Y >= 150)
			{
				phent_addcentralforce(ball,vector(0,0,-2500*time_step));	
			}
			energy_pan.angle = energy - 100;
			life_pan.angle = (life - 100)*-1;
			if(energy < 100){energy += 1*time_step;
			}
			if(life < 100){life += 0.125*time_step;
			}
			if(life <= 0)
			{
				media_play("death_ball.wmv",NULL,100);
				ss = 1;
			}
			if(waf == 1 && energy >= 1)
			{
				zieltrace();
				energy -= 5;
			}
			if(ss == 1)
			{
				ss = 0;
				level_load("start_eng.wmb");
				wait(1);
				life = 100;
				spielstart();
				weiterspielen();
				life_pan.flags &= (~SHOW);
				energy_pan.flags &= (~SHOW);
				while(1)
				{
					if(start2_los == 1)
					{
						start2_los = 0;
						level_load("start2.wmb");
					}
					wait(1);
				} 
			}
			Xbox_Joystick_X = joy_force.x ; 
			Xbox_Joystick_Y = joy_force.y ; 
			
			Xbox_Joystick_Raw_X = joy_raw.x ; 
			Xbox_Joystick_Raw_Y = joy_raw.y ; 
			
			Xbox_Joystick_Rot_X = joy_rot.y ; // X = Y ?? It Works. Go Figure.
			Xbox_Joystick_Rot_Y = joy_rot.x ; 

			Xbox_Button_A = joy_1 ; 
			Xbox_Button_B = joy_2 ; 
			Xbox_Button_X = joy_3 ; 
			Xbox_Button_Y = joy_4 ; 
			Xbox_Button_Front_L = joy_5 ; 
			Xbox_Button_Front_R = joy_6 ; 
			Xbox_Button_Back = joy_7 ; 
			Xbox_Button_Start = joy_8 ; 
			Xbox_Joy_Push_L = joy_9 ; 
			Xbox_Joy_Push_R = joy_10 ; 
			if(key_e || joy_5)
			{
				if(checker && energy > 5)
				{					
					energy -= 5*time_step;
					VECTOR vec_gravityforce;
					var gravity_strength = 250;
					vec_diff(vec_gravityforce, ball.x, checker.x);
					vec_normalize(vec_gravityforce,gravity_strength);
					phent_addvelcentral(checker, vector(vec_gravityforce.x , vec_gravityforce.y , vec_gravityforce.z ));
					if(checker2)
					{
						VECTOR vec_gravityforce2;
						var gravity_strength2 = 250;
						vec_diff(vec_gravityforce2, ball.x, checker2.x);
						vec_normalize(vec_gravityforce2,gravity_strength2);
						phent_addvelcentral(checker2, vector(vec_gravityforce2.x , vec_gravityforce2.y , vec_gravityforce2.z ));
					}
				}
			}
			wait(1);
		}
		wait(1);
	}
}
function gravity_changer()
{
	while(1)
	{
		if(levelnr == 7)
		{
			wait(-3);
			phent_addvelcentral(me,vector(0,random(-40000),0));
			wait(-3);
			phent_addvelcentral(me,vector(0,random(40000),0));
		}
		wait(1);
	}
}

action end()
{
	while(me)
	{
		c_scan(my.x,my.pan,vector(360,360,120),IGNORE_ME); 
		if(you == ball && levelnr == 1)
		{
			dialog = 2;
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("level2.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr = 19;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 2)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("level3.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
		}
		if(you == ball && levelnr == 3)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("level4.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
		}
		if(you == ball && levelnr == 4)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 3;
			level_load("level5.wmb");
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 5)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 99;
			level_load("level6.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);		
		}
		if(you == ball && levelnr == 6)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			level_load("level7.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);			
		}
		if(you == ball && levelnr == 7)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 4;
			level_load("level8.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 8)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("level9.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
		}
		if(you == ball && levelnr == 9)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("level10.wmb");
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
		}
		if(you == ball && levelnr == 10)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 5;
			level_load("level11.wmb");
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;
			reseter(); 
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 11)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 99;
			level_load("level12.wmb");
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 12)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 99;
			level_load("level13.wmb");			
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 13)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 99;
			level_load("level14.wmb");
			AUSBLEND_PANEL(black_pan);
			wait(10);
			levelnr += 1;			
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 14)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 6;
			level_load("level15.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 15)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 99;
			level_load("level16.wmb");
			AUSBLEND_PANEL(black_pan);
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 16)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 99;
			level_load("level17.wmb");
			AUSBLEND_PANEL(black_pan);
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 17)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 99;
			level_load("level18.wmb");
			AUSBLEND_PANEL(black_pan);
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 18)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			dialog = 99;
			level_load("level19.wmb");
			AUSBLEND_PANEL(black_pan);
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 19)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			talk_com_fig.flags &= (~SHOW);
			teil = 2;
			dialog = 7;
			level_load("uebergang.wmb");
			AUSBLEND_PANEL(black_pan);
			reseter();
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		if(you == ball && levelnr == 20)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			teil = 2;
			dialog = 8;
			level_load("spaceship_intro.wmb"); 
			AUSBLEND_PANEL(black_pan);
			reseter();
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			dialogs();
		}
		if(you == ball && levelnr == 21)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 9;
			teil = 2;
			level_load("spaceship_main1.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();
		}
		if(you == ball && levelnr == 22)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 9;
			teil = 2;
			level_load("spaceship_main2.wmb"); 
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
		}
		if(you == ball && levelnr == 23)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 9;
			teil = 2;
			level_load("spaceship_main3.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
		}
		if(you == ball && levelnr == 24)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 10; 
			teil = 2;
			level_load("spaceship_main4.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();
		}
		if(you == ball && levelnr == 25)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 11;
			teil = 2;
			level_load("spaceship_main5.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();
		}
		if(you == ball && levelnr == 26)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 12;
			teil = 2;
			level_load("spaceship_endgegner.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			playboss1();
			dialogs();		
		}
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		//////////////////////////////////////////////////
		if(you == ball && levelnr == 30)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 15;
			level_load("cave_level2.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();
			break;		
		}
		if(you == ball && levelnr == 31)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 16;
			level_load("cave_level3.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();	
			break;	
		}
		if(you == ball && levelnr == 32)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			dialog = 17;
			level_load("cave_level4.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			dialogs();	
			break;	
		}
		if(you == ball && levelnr == 33)
		{
			EINBLEND_PANEL(black_pan);
			wait(-0.5);
			level_load("cave_level5.wmb");
			AUSBLEND_PANEL(black_pan);
			levelnr += 1;
			game_save("save_gravix",0,SV_VARS);
			blitzen();
			break;	
		}
		wait(1);
	}
}
function next()
{
	overs = 1;
	if(levelnr == 5)
	{
		level_load("level6.wmb");
		overs = 0;
	}
	if(levelnr == 11)
	{
		dialog = 99;
		level_load("level12.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 12)
	{
		dialog = 99;
		level_load("level13.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 13)
	{
		dialog = 99;
		level_load("level14.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 14)
	{
		dialog = 6;
		level_load("level15.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 15)
	{
		dialog = 99;
		level_load("level16.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 16)
	{
		dialog = 99;
		level_load("level17.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 17)
	{
		dialog = 99;
		level_load("level18.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 18)
	{
		dialog = 99;
		level_load("level19.wmb");
		overs = 0;
		dialogs();
	}
	if(levelnr == 19)
	{
		dialog = 99;
		level_load("uebergang.wmb");
		overs = 0;
		dialogs();
	}
	overs = 0;
}
function uebergang_fu()
{
	while(uebergang == 1)
	{
		vec_set(camera.x, ball.x);
		camera.pan = -90;
		wait(1);
	}
}
function uebergang_check()
{
	var i = 0;
	while(1)
	{
		if(uebergang == 1 && i == 0)
		{	
			i = 1;
			uebergang_fu();
		}	
		wait(1);
	}
}
function levelwechsel()
{
	pp_set(camera,NULL);
	tguard.flags &= (~SHOW);
	talk_main_fig.flags &= ~SHOW;
	gravissimo.flags &= ~SHOW;
	talk_com_fig.flags &= ~SHOW;
	commander.flags &= ~SHOW;
	talk_rba.flags &= ~SHOW;
	tguard.flags &= ~SHOW;
}
function main()
{	
	mouse_mode = 4;
	fps_max = 60;
	ph_iterations = 20;
	mouse_range = 2080;
	d3d_antialias = 1;
	video_set(1024,768,0,0);
	video_window(NULL,NULL,16+64+128,"Gravix - PreVersion");
	//	media_play("infectedgames_startup.wmv",NULL,100);
	//	wait(-8);
	video_pan.flags &= (~SHOW);
	level_load("start_eng.wmb");
	wait(1);
	on_level = levelwechsel;
	spielstart();
	master_vol = 50;
	on_p = next;
	on_joy4 = next;
	ph_setgravity(nullvector);
	optionen_show(); 
	weiterspielen();
	keyb_pan.flags |= (SHOW);
	draw_textmode(schrift,0,70,100);
	while(!key_space)
	{
		draw_text("Press Space",500,650,vector(0,0,0));
		wait(1);
	}
	keyb_pan.flags &= (~SHOW);
	while(1)
	{
		if(start2_los == 1)
		{
			start2_los = 0;
			level_load("start2.wmb");
		}
		wait(1);
	}
}




"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011