action e_bullet()
{
set(my,PASSABLE | BRIGHT );
my.emask |= (ENABLE_BLOCK | ENABLE_ENTITY | ENABLE_IMPACT);
my.event = ice_hit;
wait(1);
c_setminmax(me);
my.lightrange = 100;
my.ambient =255;
VECTOR temp;//declare temp vector
while(!surfer1){wait(1);
}
while(1)
{
if(vec_dist(my.x,enemy.x) >120){
reset(my,PASSABLE);
}
//Set angle towards player
vec_set(temp, surfer1.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan , temp);
//Will use relative movement facing the player
c_move(my, vector(5* time_step, 0, 0), nullvector, IGNORE_SPRITES | IGNORE_PASSABLE);
//Change angle now so it faces camera
vec_set(temp, camera.x);
vec_sub(temp, my.x);
vec_to_angle(my.pan, temp);
wait(1); //The angle will stay this way until the next frame loads (aka visible part of the frame)
}
}