VIEW* mirror_view;
ENTITY* mirror_sprite;
function startup_mirror()
{
mirror_view = view_create(10);
wait(2);
mirror_view.size_x = 192;
mirror_view.size_y = 230;
set(mirror_view,SHOW);
mirror_view.bmap = bmap_for_entity(my,0);
mirror_view.x = my.x;
mirror_view.y = my.y;
mirror_view.z = my.z;
mirror_view.pan = my.pan;
mirror_view.tilt = my.tilt;
mirror_view.roll = my.roll;
}
action mirror_act()
{
mirror_sprite = my;
set(my,PASSABLE | DECAL);
startup_mirror();
}