VECTOR* pl_vDest = { x=0; y=0; z=0; } // player dest VECTOR
var pl_bDest = 0; // player dest VECTOR set (boolean)?
action player_mouseAct(){
c_setminmax(me);
VECTOR temp; vec_zero(temp);
while(1){
if(mouse_left==1){
pl_bDest = 1; // dest set
vec_set(pl_vDest, mouse_pos3d.x);
}
if (pl_bDest) {
vec_diff(temp, pl_vDest, my.x);
vec_to_angle(temp, temp);
temp.pan = ang(temp.pan - my.pan);
temp.pan = min(abs(temp.pan), 5 * time_step) * sign(temp.pan);
temp.tilt = 0;
temp.roll = 0;
c_rotate(me, temp, IGNORE_PASSABLE);
if(vec_dist(my.x, pl_vDest) > (my.max_x * 1.75)) {
c_move(me,vector(10*time_step,0,0),nullvector,IGNORE_ME|GLIDE|IGNORE_PASSABLE);
}
}
wait(1);
}
}