action test_wheel() { ENTITY *actor; pXent_settype(me, PH_STATIC, PH_POLY); //c_rotate(me,vector(time_step,0,0),GLIDE); pXent_setbodyflag (me, NX_BF_KINEMATIC,1); actor.skill1 += 5*time_frame; // angle pXent_rotate(me,NULL,actor.skill1); }
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