function schiessen()
{
while(1)
{
VECTOR trace_target;
var i = 1;
if(mouse_left)
{
ammo = ammo -1;
i = 70;
vec_set(trace_target,vector(10000,0,0));
vec_rotate(trace_target, ent_gun.pan);
vec_add(trace_target, ent_gun.x);
c_trace(ent_gun.x,trace_target,IGNORE_PASSABLE|ACTIVATE_SHOOT|IGNORE_CONTENT| SCAN_TEXTURE);
if(HIT_TARGET)
{
PARTICLE* p = ent_decal(you,hole,7+random(3),random(360));
p.lifespan = 1600;
p.material = mat_model;
wait(0.5);
}
var l = 20;
vec_for_vertex(temp.x ,ent_gun,8920);
ENTITY* muzzle = ent_create("muzzle.tga", temp.x ,display_muzzle);
camera.tilt = camera.tilt +2;
snd_play(HK, 100,0);
while(i<=100)
{
ent_animate(ent_gun,"shot",i,0);
i += 20 * time_step;
wait(1);
}
}
wait(1);
}
}
function reload()
{
while(1)
{
if (ammo == 0)
{
;
ent_animate(ent_gun,"reload",nachladen,0);
nachladen += 5 * time_step;
//ammo = ammo +30;
}
wait(1);
}
}