////////////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
////////////////////////////////////////////////////////////////////
ENTITY* ship;
function camera_walking();
function camera_ship();
var look = 1;
action act_ship()
{
ship = me;
me.ambient = 10;
while(1)
{
if(look==1){camera_ship();}
if(look==0){camera_walking();}
if (key_z) {me.pan += 3*time_step;}
if (key_x) {me.pan -= 3*time_step;}
if (key_a){c_move (me,vector( 5,0,0),nullvector,NULL);}
if (key_s){c_move (me,vector( -5,0,0),nullvector,NULL);}
if (key_q){c_move (me,vector( 0,0,1),nullvector,NULL);}
if (key_e){c_move (me,vector( 0,0,-1),nullvector,NULL);}
if (key_c) {me.tilt += 3*time_step;}
if (key_v) {me.tilt -= 3*time_step;}
if (key_r) {me.roll -= 3*time_step;}
if (key_t) {me.roll += 3*time_step;}
if (key_o) {look=0;}
if (key_p) {look=1;}
wait(1);
}
}
function main()
{
video_screen = 1;
video_mode = 7;
level_load ("place.wmb");
ent_create("ship.mdl", vector(-900, 0, 0), act_ship);
//ent_create("ship1.mdl", vector(200, 0, 0), NULL);
//ent_create("docking.mdl", vector(0, 0, 0), NULL);
}
function camera_ship()
{
vec_set(camera.x,ship.x);
vec_set(camera.y,ship.y);
vec_set(camera.z,ship.z);// move the camera together with the ship entity
vec_set(camera.pan,ship.pan);
}
function camera_walking()
{
vec_set(camera.x, vector(-300, 0, 0));
}