#define state skill1
var movement;
var allow_fire;
var p_angle;
ENTITY* enemy = "enemy.mdl";
function state_wait ()
{
while (1) c_move (me, nullvector, nullvector, 0);
c_scan (my.x,my.pan, vector (360,0,1000), SCAN_ENTS | IGNORE_ME);
if (event_type =EVENT_SCAN) my.state = 2;
wait (1);
}
function state_attack ()
{
if (my.state == 2)
{
while(1) c_move(me,vector(player.x,player.y,0), nullvector,GLIDE);
}
}
action enemy_act ()
{
enemy = my;
my.state = 1;
while (my)
{
switch (my.state)
{
case 1: state_wait(); break;
case 2: state_attack(); break;
}
}
}