vec_set ( vtemp, vector ( key_force.y, -key_force.x, 0 ) );
vec_normalize ( vtemp, 15 * time_step );
c_move ( player, vtemp, nullvector, GLIDE );
vec_set ( camera.x, player.x );
camera.pan -= mickey.x * time_step * 3;
camera.tilt = clamp ( camera.tilt - ( mickey.y * time_step * 3 ), -80, 80 );
player.pan = camera.pan;
vec_for_angle ( vtemp, camera.pan );
vec_normalize ( vtemp, 50 );
vec_add ( vtemp, player.x );
vec_sub ( vtemp, Object.x );
c_move ( Object, nullvector, vtemp, GLIDE );
vec_diff ( vtemp, camera.pan, Object.pan );
c_rotate ( Object, vtemp, NULL );