action enemy()
{
wait(-1);
enemycount = enemycount + 1;
VECTOR diffen;
ANGLE angleen;
c_setminmax(me);
my.health = 2 + random(4);
vec_set(my.scale_x, vector(1 + random(1), 1 + random(1), 1 + random(1)));
//attacking();
my.group = 3;
my.pan = random(360);
my.emask = ENABLE_SCAN;
my.event = hit_me;
set(my, SHADOW);
while(my.health > 0)
{
c_ignore(2, 0);
c_move(me, vector(my.speed * time_step, 0, 0), nullvector, GLIDE);
if (my.z < - 1024)
{
my.health = 0;
}
if (my.speed < 0)
{
my.speed = my.speed + 5 * time_step;
}
if (vec_dist(my.x, player.x) >= 500) if (my.speed > 0)
{
my.speed = my.speed - 5 * time_step;
}
if(vec_dist(my.x, player.x) < 500)
{
c_trace(vector(my.x, my.y, my.z + 20), player.x, IGNORE_ME);
if(you)
{
vec_diff(diffen, player.x, my.x);
vec_to_angle------> vec_to_angle(angleen, diffen); <-----vec_to_angle
c_ignore(2, 0);
c_rotate(me, vector(angleen.pan - my.pan, 0, 0), GLIDE);
if(my.speed < 20)
{
my.speed = my.speed + 5 * time_step;
}
}
}
wait(1);
}
combo = combo + 0.1;
effect(bloodex, 100, my.x, vector(0, 0, 40));
enemycount = enemycount - 1;
ent_remove(me);
}