STRING* key_1off = "1";
BMAP* cursor_pcx = "cursor.tga";
/////////////////////////////
action WepShoppe_loadLvL() // attach this action to an entity at the weapons shoppes door
{
var key_1off;
while (vec_dist (player.x, my.x) > 100) // wait until the player comes close to this entity
{
wait (1);
}
wait (-1); // wait for a second
level_load (WepShoppe_wmb); // now load the wepshoppe level
mouse_mode = 4; // set courser on for this lvl
mouse_map = cursor_pcx;
if(key_pressed(key_for_str(key_1off)))
{
on_1 = NULL;
}
ptr_remove(me);
}