function schiessen()
{
while(1)
{
VECTOR trace_target;
//vec_set(trace_target,vector(10000,0,0));
// vec_rotate(trace_target, camera.pan);
// vec_add(trace_target, camera.x);
var i = 1;
c_trace(ent_gun.x,vec_rotate(vector(ent_gun.x ,ent_gun.y ,ent_gun.z ),ent_gun.pan),IGNORE_PASSABLE|ACTIVATE_SHOOT|IGNORE_CONTENT);
if(mouse_left)
{
c_trace(ent_gun.x,vec_rotate(vector(ent_gun.x ,ent_gun.y ,ent_gun.z ),ent_gun.pan),IGNORE_PASSABLE|ACTIVATE_SHOOT|IGNORE_CONTENT);
// c_trace(ent_gun.x,vec_rotate(vector(1000,0,0),ent_gun.pan),IGNORE_PASSABLE|ACTIVATE_SHOOT|IGNORE_CONTENT);
snd_play(pistolshot, 100,0);
while(i<=100)
{
ent_animate(ent_gun,"schießen",i,0);
i += 20 * time_step;
wait(1);
}
if(hit)
{
PARTICLE* p = ent_decal(you,hole,7+random(3),random(360));
p.lifespan = 1600;
p.material = mat_model;
wait(0.5);
}
while(mouse_left) wait(1);
}
wait(1);
// wait(1);
}
}