I fix the issue
just add this function


void updateCam(ENTITY* ent)
{
//Positionsparamter
ANGLE camang;
vec_set(camang, vector(180, 60, 0));//Posicionamento da camera
var camdist = 52; // Distancia da camera em relação ao player
var camheight = 34; // altura da camera
var tiltmin = -20; //
var tiltmax = 20;
var collshorten = 25;

//Updateparameter
var angupdate = 0.5;
var centerupdate = 0.7;
var distupdate = 0.3;
var tiltspeed = 10;

//aktuelle Kameraparameter
ANGLE currang;
vec_set(currang, ent.pan);
vec_add(currang, camang);
VECTOR currcenter;
vec_set(currcenter, vector(ent.x, ent.y, ent.z));
var currdist = camdist;

//Temporäres
ANGLE targetang;
VECTOR tempvec;
var tempdist;

proc_mode = PROC_LATE;
while(1)
{
//Steuern der Höhe mit der Maus
camang.tilt -= mouse_force.y*tiltspeed*time_step;
camang.tilt = clamp(camang.tilt, tiltmin, tiltmax);

//Setzen der relativen Zielposition
vec_set(targetang, ent.pan);
vec_add(targetang, camang);

//relatives Positionsupdate
vec_diff(tempvec, targetang, currang);
vec_scale(tempvec, angupdate*time_step);
vec_add(currang, tempvec);

//absolutes Positionsupdate
vec_diff(tempvec, ent.x, currcenter);
vec_scale(tempvec, centerupdate*time_step);
vec_add(currcenter, tempvec);

//setzen der resultierenden Position
vec_set(camera.x, vector(camdist, 0, 0));
vec_rotate(camera.x, currang);
vec_add(camera.x, vector(currcenter.x, currcenter.y, currcenter.z+camheight));

//Kollision der Kamera
you = ent;
tempdist = c_trace(vector(currcenter.x, currcenter.y, currcenter.z+camheight), camera.x, IGNORE_YOU|USE_POLYGON);
tempdist = minv(tempdist, abs(tempdist-collshorten));
if(tempdist > 0 && currdist >= tempdist)
{
currdist = tempdist;
}else
{
if(tempdist > 0)
{
currdist += (tempdist-currdist)*distupdate*time_step;
}else
{
currdist += (camdist-currdist)*distupdate*time_step;
}
}

//Anpassen der Position bei Kollision
vec_diff(camera.x, camera.x, vector(currcenter.x, currcenter.y, currcenter.z+camheight));
vec_normalize(camera.x, currdist);
vec_add(camera.x, vector(currcenter.x, currcenter.y, currcenter.z+camheight));

//setzen der Blickrichtung
vec_diff(camera.pan, vector(ent.x, ent.y, ent.z+camheight), camera.x);
vec_to_angle(camera.pan, camera.pan);
camera.roll = 0;

wait(1);
}
}