How can i make this work in multiplayer, i've tried using the input_scan from the kh tutorial but no good. please i've tried everything...
FUNCTION handle_movement()
{
temp.x = -1000;
temp.y = 0;
IF (key_cuu == 1 && key_cud == 0 && key_cul == 0 && key_cur == 0) { temp.x = camera.pan; }
IF (key_cud == 1 && key_cuu == 0 && key_cul == 0 && key_cur == 0) { temp.x = camera.pan + 180; }
IF (key_cul == 1 && key_cud == 0 && key_cuu == 0 && key_cur == 0) { temp.x = camera.pan + 90; }
IF (key_cur == 1 && key_cud == 0 && key_cul == 0 && key_cuu == 0) { temp.x = camera.pan - 90; }
IF (key_cuu == 1 && key_cul == 1 && key_cur == 0 && key_cud == 0) { temp.x = camera.pan + 45; }
IF (key_cuu == 1 && key_cur == 1 && key_cul == 0 && key_cud == 0) { temp.x = camera.pan - 45; }
IF (key_cud == 1 && key_cul == 1 && key_cur == 0 && key_cuu == 0) { temp.x = camera.pan + 135; }
IF (key_cud == 1 && key_cur == 1 && key_cul == 0 && key_cuu == 0) { temp.x = camera.pan - 135; }
IF (temp.x != -1000)
{IF (key_shift == 1) { temp.y = 10 * time; } ELSE { temp.y = 15 * time; }}
my.move_x = fcos(temp.x,temp.y);
my.move_y = fsin(temp.x,temp.y);
c_move(my,nullvector,my.move_x, ignore_passable | glide);//Basic Movement
result = trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - 4000));
IF (result < 0) { my.z -= result; my.velocity_z = 0; }
//
IF (temp.y > 0) { rotate_entity(temp.x,20); }//if we are moving rotate the player towards the
//angle stored in temp.x at a speed of 20.