function health_indicator()
{
ENTITY* ent_owner = you;
set (my, BRIGHT | PASSABLE);
my.lightrange =60;
my.ambient = 60;
while(1)
{
if (ent_owner)
{
vec_set (my.x, ent_owner.x);
my.z += 15;
my.scale_x = ent_owner.health * 0.2; // skill20 aka "health" stores the health for each entity
wait (1);
}
if(ent_owner.health <=0){
ent_remove(me);
break;
}
}
}