function camera_follow(ENTITY* ent_for_camera)
{
while(1)
{
vec_set(camera.x,vector(-275,0,200)); // camera position relative to the player
vec_rotate(camera.x,ent_for_camera.pan); // rotate the camera position with the player
vec_add(camera.x,ent_for_camera.x); // add player position
camera.tile -= 0.5*mickey.y* time_Step;
wait(1);
}
}