It shouldn't be illegal... hopefully.
The contents of entmove.c are(as distributed with version 8.101):
Click to reveal..
Code:
//////////////////////////////////////////////////////////////
// entmove.c - entity position and angle manipulation functions
// (c) oP group - jcl 2010
//////////////////////////////////////////////////////////////
#ifndef entmove_c
#define entmove_c

// macro for terminating prior function instances by the same entity
#define ENT_OVERRIDE(ent) if(!ent) return; ENTITY* old=me; me=ent; proc_kill(5); me=old

// rotate an entity relative to its own orientation 
function ent_rotate(ENTITY* ent,speed_pan,speed_tilt,speed_roll)
{
    ENT_OVERRIDE(ent);
    while(speed_pan || speed_tilt || speed_roll) {
        ang_rotate(ent.pan,vector(
            speed_pan*time_step,
            speed_tilt*time_step,
            speed_roll*time_step));
        wait(1);
    }
}

// rotate an entity according to its skill1,2,3 values
action ent_rotor()
{
    if (!my.skill1 && !my.skill2 && !my.skill3)
        ent_rotate(me,2,0,0); // no skills -> just pan
    else
        ent_rotate(me,my.skill1,my.skill2,my.skill3);
}


//////////////////////////////////////////////////////////////////
// turn towards an absolute target angle with given angular speed
// use wait_for_my(ent_turnto) for determining when the angle is reached
function ent_turnto(ENTITY* ent,ANGLE* to,var aspeed)
{
    ENT_OVERRIDE(ent);
// store the "to" angle for the wait loop - it could be a temporary vector!    
    ANGLE atarget;
    vec_set(atarget,to);
     
    while(aspeed) {
// calculate the difference between the current and the target angle    
        ANGLE adiff;
        ang_diff(adiff,atarget,ent.pan);
// check if we're already there
        if(vec_length(adiff) <= aspeed*time_step) {
            vec_set(ent.pan,atarget);
            return;
        }
// scale the difference angle by the angular speed, 
// and add it to the entity angle
        vec_normalize(adiff,aspeed*time_step);
        ang_add(ent.pan,adiff);
        wait(1);
    }
}

// turn towards a target position with given speed
// use wait_for_my(ent_turnto) for determining when the angle is reached
function ent_faceto(ENTITY* ent,VECTOR* pos,var aspeed)
{
    if(!ent || !pos) return;
    VECTOR* diff = vec_diff(NULL,pos,ent.x);
    vec_to_angle(diff,diff);
    ent_turnto(ent,diff,aspeed);
}


//////////////////////////////////////////////////////////////////
// move to an absolute position with given speed
// use wait_for_my(ent_moveto) for determining when the position is reached
function ent_moveto(ENTITY* ent,VECTOR* pos,var speed)
{
    ENT_OVERRIDE(ent);
// store the "pos" vector for the wait loop - it could be a temporary vector!    
    VECTOR vpos;
    vec_set(vpos,pos);

    while(speed) {
// calculate the difference between the current and the target position    
        VECTOR diff;
        vec_diff(diff,vpos,ent.x);
// check if we're already there
        if(vec_length(diff) <= speed*time_step) {
            vec_set(ent.x,vpos);
            return;
        }
// scale the difference vector by the speed, 
// and add it to the entity position
        vec_normalize(diff,speed*time_step);
        vec_add(ent.x,diff);
        wait(1);
    }
}

// move to a relative position with given speed
// use wait_for_my(ent_moveto) for determining when the position is reached
function ent_moveby(ENTITY* ent,VECTOR* pos,var speed)
{
    if(!ent || !pos) return;
    ent_moveto(ent,vec_add(pos,my.x),speed);
}


//////////////////////////////////////////////////////////////////
// place an entity on the floor below
function ent_placefloor(ENTITY* ent)
{
// get the entity's feet distance    
    VECTOR vMin;
    vec_for_min(vMin,ent);
    vMin.z *= ent.scale_z;
// find the ground below the entity origin    
    ENTITY* old=me; me=ent;
    c_trace(
        vector(ent.x,ent.y,ent.z+10),
        vector(ent.x,ent.y,ent.z-1000),
        IGNORE_ME | IGNORE_PASSABLE | IGNORE_SPRITES);
    me=old;    
// place the lowest part (vMin.z) on the ground (hit.z)
    if(HIT_TARGET) ent.z = hit.z-vMin.z;
}

// let an entity move along a closed path with given speed
function ent_movepath(ENTITY* ent,char* pathname,var speed,var mode)
{
    ENT_OVERRIDE(ent);
    var vLastPos[3],vDir[3];
    vec_set(vLastPos,ent.x);
    var dist = 0;
    if (pathname) path_set(ent,pathname);
    while(speed) 
    {
// place the entity along the path
        path_spline(ent,ent.x,dist);
        dist += speed*time_step;
// adjust the entity to the floor
        if(mode&1)
            ent_placefloor(ent);
// let the entity look ahead in movement direction
        if(mode&2) {
            vec_diff(vDir,ent.x,vLastPos);
            vec_to_angle(ent.pan,vDir);
            vec_set(vLastPos,ent.x);
        }
        wait(1);
    }
}

#endif



Last edited by YellowAfterlife; 01/27/11 23:31.

Unfortunately, I've not worked with 3dGS for a while now, but it was fun