action le()
{
var relTilt = 0;
player=me;
VECTOR temp;
while(1)
{
gravitz();
if(key_space&&!oben)
walk_speed.z=5;
my.skill9=100*(key_k-key_l); //Target angle/ 100 or -100
alignToVec(my.pan, normal, vector(0, 0, 1), time_step);
vec_for_angle(temp, vector(my.skill9, 0, 0)); // get a vector pointing where we want to point
vec_rotateback(temp, my.pan); // find that vector relative to the entity's current orientation
vec_to_angle(temp, temp); // convert to a rotation
c_rotate(my, vector(ang(temp.x*0.9*time_step),0,0),GLIDE|USE_AXISR);
c_move(my,vector((key_w-key_s)*20*time_step,(key_a-key_d)*20*time_step,walk_speed.z),nullvector,GLIDE | IGNORE_PASSABLE|IGNORE_FLAG2);
wait(1);
}
}