To avoid the empty pointer:
Code:
starter init_lens()
{
	lens_view.pos_x = 0; // set the same position for the second (lens) view
	lens_view.pos_y = 0;
	lens_view.size_x = screen_size.x; // and the sam size with camera's size
	lens_view.size_y = screen_size.y;
	lens_view.bmap = bmap_for_entity (lens_ent, 0); // render the view on the lens_ent's bitmap (sphere.mdl's skin)
	while (1)
	{
		if(player)
		{
			lens_view.x = player.x; // keep the lens view in sync with the player
			lens_view.y = player.y;
			lens_view.z = player.z;
			lens_view.pan = player.pan;
			lens_view.tilt = player.tilt;
			lens_view.roll = player.roll;
		}
		wait (1);
	}
}