action enemy()
{
c_setminmax(me);
my.emask |= (ENABLE_IMPACT);
my.event = hit_enemy;
my.health = 20;
my.damage = 0; //1 = took damage (invinci timer)
var temp;
while (my.health >= 1)
{
vec_set (temp, pOne.x);
vec_sub (temp, my.x);
vec_to_angle(my.pan, temp);
c_move(me, vector(3*time_step,0,0), nullvector, IGNORE_PASSABLE | GLIDE);
// DEBUG_VAR(my.health, my.y);
if (my.damage == 1)
{
set (my, PASSABLE);
wait(30);
reset(my, PASSABLE);
my.damage = 0;
}
wait(1);
}
ent_remove(me);
}