ENTITY* cam_pointer;
var dist = 500;
VECTOR temp;
action camera_place ()
{
set(me,INVISIBLE);
while(1)
{
if(player)
{
var result_trace = c_trace(player.x,my.x,IGNORE_ME|IGNORE_PASSABLE);
if(!result_trace)
{
if(vec_dist(my.x, player.x) < dist)
{
cam_pointer = me;
}
}
}
wait(1);
}
}
function camera_fun() // in loop
{
if (cam_pointer)
{
vec_set(camera.x,cam_pointer.x);
vec_set(temp,player.x);
vec_sub(temp,camera.x);
vec_to_angle(camera.pan,temp);
}
}