VECTOR* temp1;
function approach_target_angle(ENTITIY* target) {
var sang1, sang2;
int do1, do2;
vec_set(temp1,target.x);
if (NULL != vec_to_screen(temp1,camera)) {
vec_set(temp1,target.x);
vec_to_screen(temp1,camera);
sang1=sign(512-temp1.x)*0.6;
sang2=sign(400-temp1.y)*0.6;
}
else {
camera.tilt=-10;
sang1=1.5;
sang2=0.0;
}
do1=do2=1;
while (do1==1 || do2==1) {
if(temp1.x>515 || temp1.x<505)
camera.pan += sang1;
else
do1=0;
if(temp1.y>405 || temp1.y<395)
camera.tilt += sang2;
else
do2=0;
vec_set(temp1,target.x);
if (NULL != vec_to_screen(temp1,camera)) {
vec_set(temp1,target.x);
vec_to_screen(temp1,camera);
sang1=sign(512-temp1.x)*0.6;
sang2=sign(400-temp1.y)*0.4;
}
else {
camera.tilt=-10;
sang1=1.5;
sang2=0.0;
}
wait(1);
}
}