Ok just try this ... it is ur code:
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////// O.w.n..c //////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
function camera_follow(ENTITY* ent)
{
while(1)
{
vec_set(camera.x,vector(-128,0,45));
vec_rotate(camera.x,ent.pan);
vec_add(camera.x,ent.x);
vec_set(camera.pan,vector(ent.pan,-10,0));
wait(1);
}
}
action Player()
{
var walk_percentage = 0;
while (1)
{
if (my.client_id == dplay_id) { // the following code runs on the player's client only
my.skill1 = key_w - key_s; // forward/backward
send_skill(my.skill1,SEND_UNRELIABLE|SEND_RATE); // send movement request to the server
my.skill2 = key_a - key_d; // left/right rotation
send_skill(my.skill2,SEND_UNRELIABLE|SEND_RATE); // send rotation request to the server
}
if (connection & CONNECT_SERVER)
{
my.pan += my.skill2*5*time_step; // rotate the entity using its skill2
var distance = my.skill1*5*time_step;
c_move(me, vector(distance,0,0), NULL, GLIDE); // move it using its skill1
walk_percentage += distance;
ent_animate(me,"walk",walk_percentage,ANM_CYCLE); // animate the entity
wait(1);
}
wait (1);
}
}
function main()
{
if (!connection)
error("The Server is offlinea");
else
while (dplay_status < 2) wait(1); // wait until the session is opened or joined
dplay_localfunction = 2; // run actions both on server and client
level_load ("O.w.n..wmb");
vec_set(camera.x, vector (-600, 0, 100)); // set a proper camera position
if (connection & CONNECT_SERVER) // this instance of the game runs on the server
ent_create ("cbabe.mdl", vector (100, 50, 40), Player); // then create the red guard!
else // otherwise, it runs on a connected client
ent_create ("cbabe.mdl", vector (-100,-50, 40),Player); // create the blue guard
}