#include <acknex.h>
#include <default.c>
function send_pos(my)
{
while(1)
{
if (my.client_id == dplay_id)
send_skill(my.skill1,SEND_VEC);
send_skill(my.skill4,0);
wait(10);
if (connection & CONNECT_SERVER)
send_skill(my.skill1,SEND_ALL + SEND_VEC);
send_skill(my.skill4,SEND_ALL);
wait(10);
}}
function blop()
{
VECTOR ziel;
var boden=0;
wait(-2);
my.emask |= ENABLE_DISCONNECT;
my.smask |= NOSEND;
set(my,FLAG2);
vec_set(my.scale_x,vector(0.3,0.3,0.3));
send_pos(my);
while(1)
{
if (my.client_id == dplay_id)
{
my.pan +=6*(key_cul-key_cur)*time_step;
my.skill4=my.pan;
c_move(my,vector((key_cuu-key_cud)*3*time_step,0,0),nullvector,GLIDE + IGNORE_MODELS);
boden = c_trace(vector(my.x,my.z,my.z+10),vector(my.x,my.z,my.z-1000),IGNORE_MODELS + IGNORE_ME);
if(boden>11)
my.z-=5*time_step;
else
if(boden<9)
my.z+=5*time_step;
vec_set(camera.x,vector(-200*my.scale_x,0,40*my.scale_x));
vec_rotate(camera.x,my.pan);
vec_add(camera.x,my.x);
vec_set(camera.pan,nullvector);
ang_add(camera.pan,my.pan);
vec_set(my.skill1,my.x);
}
else
{vec_set(ziel,my.skill1);
vec_sub(ziel,my.x);
vec_to_angle(vector(my.pan,0,0),ziel);
my.z=my.skill3;
if(vec_dist(my.x,my.skill1)>2)
c_move(my,vector(3*time_step,0,0),nullvector,GLIDE + IGNORE_MODELS);
else
my.pan=my.skill4;
}
wait(1);
}}
function main()
{
do { wait(1); }
while (dplay_status < 2);
max_entities = 99999;
var brx=400;
var bry=400;
wait(3);
d3d_alpharef=1;
fps_max = 100;
video_set(brx,bry,0,2);
video_window(nullvector,vector(brx,bry,0),0,"Cyborgfight");
vec_set(sky_color,vector(100,100,100));
dplay_entrate = -1;
dplay_smooth = 0;
dplay_localfunction = 2;
level_load("testlevel.wmb");
vec_set(camera.x, vector (-600, 0, 100));
if (connection & CONNECT_SERVER) {
video_window(0,0,0,"Server");} else {
video_window(0,0,0,player_name);}
ent_create("blop.mdl",nullvector,blop);
}