action pTank()
{
wait(1);
c_setminmax(me);
set(my,FLAG2 | SHADOW | CAST | METAL);
player = my;
my.health = 100;
turret = ent_create("tankturret.mdl",my.x,pTurret);
var bottom;
vec_for_min(bottom,me);
while(my.health > 0)
{
my.pan += 10 * (key_a - key_d) * time_step;
speed.x = velocity * (key_w - key_s) * time_step;
speed.y = 0;
c_trace(my.x,vector(my.x,my.y,-2000),IGNORE_ME | IGNORE_PASSABLE | USE_BOX);
[color:#33FF33]//vec_to_angle(my.pan,normal);[/color]
var distDown = my.z + bottom - target.z;
if(distDown > 0)
grav.z = -20 * time_step;
else
grav.z = 0;[color:#FF0000]/*
var opp = abs(my.max_x - my.min_x);
var adj1 = c_trace(vector(my.max_x,my.y,bottom),vector(my.max_x,my.y,-2000), IGNORE_ME | IGNORE_PASSABLE);
var adj2 = c_trace(vector(my.min_x,my.y,bottom),vector(my.min_x,my.y,-2000), IGNORE_ME | IGNORE_PASSABLE);
if(adj1 > 0)
my.tilt = -atan(adj1/opp);
else
my.tilt = 0;
if(adj2 > 0)
my.tilt = atan(adj2/opp);
else
my.tilt = 0;*/[/color]
c_move(my,speed,grav,IGNORE_FLAG2 | IGNORE_PASSABLE | GLIDE);
camera.pan = player.pan;
camera.tilt = -85;
camera.x = my.x;
camera.y = my.y;
camera.z += (0.5 * mickey.z * ((camera.z > 1500) && (camera.z < 4000)));
if(camera.z < 1500) camera.z = 1501;
if(camera.z > 4000) camera.z = 3999;
wait(1);
}
}